Press

"If I could have the music from Hatsworth's boss fight against Lance Banson (Sky Pirate Magazine's Handsomest Most Eligible Bachelor of the Year) playing on loop for every boss fight in any videogame ever, I would do it." 9.0 - IGN

"All of this silliness is funked out with great music during the battles which is evilly catchy and corresponds well to the moves, headphones are a must have."

- Console Obsession

"...the audio is "just about as good as it gets" and everything here adds to the game's overall atmosphere ... there's the wonderful score ... the sound effects are also spot on. - DS-x2

"...an excellent balance of both music and sound effects ... crisp and distinguished. - NintendoDS Advanced

"Great music - 8/10" - Gamespot"

"The musical score is epic, somber, and moody, a perfect accompaniment to the epic tale being told. - Planet GameCube

"The game's audio is very solid ... the background music is well done and fits the game perfectly." - PGNx Media.

G.A.N.G. Awards 2003: Best Handheld Audio

"Awesome soundtrack that goes great with the action. 9/10." - IGN

"...probably the first GBA game to have a full-length song, complete with vocals, during its credits sequence. 8/10" - Gamespot

"... some games have shown us that the GBAs sound hardware can put out "surprisingly high quality sound effects and music. Everything or Nothing is one of those games." - Worth Playing

"Particularly Impressive for a Gameboy Advance game ... 8/10" - PGNX Media

"... one of the clearest GBA titles I’ve played. Excellent compositions, but I must also give credit to the sound guys for making the sound quality as high as possible." - GameZone

"... What also can't be denied is the quality of the music ... its closeness to the console versions' score is amazing, and the victory fanfare's enough to send shivers up your spine if you're wearing headphones." - 1UP.com

"Outstanding use of the GBA hardware for a fantastic soundtrack. Crank up those headphones. 9/10" - IGN

About Me

My profession is contract game audio. You probably already guessed this. My specialty and passion is classic video game sounds, the sort of thing I grew up with playing NES and SNES. Platforms like the GBA and DS have given me the opportunity to work within similar limitations of this golden age of game audio, which is a huge privilege.

My dream project would be a survival horror game.

My idol is Hip Tanaka.

When I'm not doing music and sound, I program in C#. My most ambitious pet project is the NesTracker, though I've also made a bunch of tools that automate my build processes for work. My favorite custom tool lets me compose DS music using my all time favorite music making tool, Impulse Tracker.

8363 | A game audio blog

Creativity and Isolation

Among game audio professionals, independent contracting seems like the innest religion this season. At least four of my friends in the business have moved, for various reasons, from in-house to contracting.

I've thought about posting some articles here related to surviving independently. For now, I will start with the single most important bit of wisdom I've found online or in books. Elizabeth Gilbert, author of Eat Pray Love, talks about overcoming the anxiety of producing consistently brilliant work:

I can't put it as well as she does, so view it next time you have 20 minutes to spare. I wish I could have watched this years ago. I hope it's useful to you as well.

Henry Hatsworth Impressions

This is probably my favorite title to have worked on. EA really innovated and took the time to polish this unique concept of blending platforming and puzzling. It's the type of game the DS was made for. The pixel art is fantastic and the controls are as fluid as Super Mario Bros.

I didn't compose any music for this title. My role was to take Gene Rozenberg's original music and convert it into sequences for DS. (This is basically the same type of work I did for Zubo.) It was challenging and rewarding, and both Gene and Kyle Gray were great to work with.

Hatsworth has a great metacritic score. I've put in a few hours and I'll say what everyone else is saying--go out and buy this title.

Handheld Demo Reel Updated

In preparation for GDC I have posted an updated version of the demo reel, with some new songs added. They are separated into pop/rock/electronic and orchestral.

Gradius Rebirth

I picked this up from WiiWare a couple days ago, and it does not disappoint! The tech seems to be limited to about NeoGeo quality, though maybe a bit above that for some of the parallax effects. It's almost like they made their own arcade system with hardware customized for the game, then emulated it for WiiWare. It even has slowdown when enough bullets are flying around, just like the NES and SNES versions. I think that might have been a side effect when it was first made, and kept in Rebirth as a gameplay feature--slow-mo to be able to handle the toughest dodging events.

The music and sound is great. The voices seem to be running from a DPCM channel or something and have that classic scratchiness. The whole game, including emulation, seems to fit in under 22MB (if my math is correct).

Download it and support this type of project. For those of you who didn't grow up with this style of game, the best advice is that you're not allowed to complain about unfairness. (This is by design.) Throwing the controller is OK.

Konami, please use this engine to make a new Castlevania game.

This looks pretty cool...

Hidenori Maezawa Interview at 1UP

Props to 1UP for getting an interview with this guy, a living legend. You already know many of his songs from Contra, Castlevania III, and TMNT. What I didn't know before reading was that he designed the VRC6, a piggyback chip included in Castlevania III (Japanese version only) which added 3 more sound channels. There's a youtube video here if you want to hear a comparison.

He mentions the famous Konami Sound and how he helped develop it. Data suggests he could be the father of the single-channel echo, basically a technique to fill up gaps between melody notes with quieter elements to simulate delays and reverb without using the second channel.

I am still dying to know what tools were available to make these songs. Right now I am picturing the soundtrack as a catalog of punch cards.

We Track Down The Composer of Contra NES [1UP.com]