How was music made on Nintendo's famous Super Nintendo?


by

Matthew Paul Argall

Nintendo's game hard ' Super Nintendo ' was released in Japan on November 21, 1990, and in August 1991 the ' Super Nintendo Entertainment System (SNES)' for the United States was released. Super Nintendo boasted outstanding drawing and sound capabilities as a game console at the time, and sold 4.91 million units worldwide. Nerdwriter1 explains the music performance of SNES and SNES in the following movie.

How Music Was Made On Super Nintendo-YouTube


SNES and Super Nintendo differ in the main unit design, cassette shape, power supply, and video output, but the mounted chips are the same.



This is the SNES substrate.



Two black rectangular chips lined up and down are built-in sound sources mounted on SNES and SNES. These two chips are required to play background music and sound effects.



It has been nearly 30 years since Super Nintendo was released, and there are many famous and famous music in this era. For example, '

Super Mario World ' music is one of the most famous songs.



In addition, music of ' Final Fantasy VI ' by Nobuo Uematsu and ...



There are many famous songs that make use of the outstanding sound performance of Super Nintendo, such as the music of the Super Nintendo version of '

Akumajo Dracula ' by Konami Square Wave Club .



The built-in sound source mounted on the Super Nintendo consists of two chips. One is the SPC700, a Sony

SPU (Sound Processing Unit).



The other is a

digital signal processor called S-DSP A.



Family computers and Nintendo Entertainment System, which were the previous generation machines, could only play music up to 3 chords in total with 5 channels of 2 square waves, 1 triangle wave, 3 + 1 channels of noise, and 1 channel of DPCM sound source . .



Super Nintendo and SNES, on the other hand, have eight simultaneous pronunciation channels. Super NES's music range and spread was uneven because a lot of different sounds could be layered compared to the family computer.



Eight channels that can be played simultaneously can also be sampled, allowing composers of game music to register their favorite sounds in the game.



For example, the channel organization of the background music '

THE MAP PAGE ' that flows when the stage of ' Super Donkey Kong ' released at Super Nintendo in 1994 looks like this.



Super Nintendo has evolved overwhelmingly from the family computer that was a PSG sound source 3 chord + 1 chord.



However, the

SRAM of SPC700 is 64KB. Given that the mp3 file for a song of about three minutes is about 6MB, its capacity was too small.



Considering the capacity of 64KB, sampling time is only about 5 seconds for all tones and sound effects. Therefore, in order to store usable sampling data, it is necessary to shorten the data itself in 0.1 second units.



For example, in the hip-hop world, you might sample just one or two seconds of an old song to make it into one song. Similarly, there are examples of combining short data of only a few seconds to create music.



As was challenged in the built-in sound source of the limits of SNES, BGM 'for now still high evaluation underwater stage of' Donkey Kong Country ', which received the

Water Music ' has been made by several connecting the short sampling data.



The song was composed by

David Wise , who was at the time working for the British game developer Rare .



Mr. Wise referred to the

Wavestation, a KORG synthesizer released in 1990.



A major feature of KORG / Wavestation is the “wave sequence” function that can create one new waveform by combining very short waveform data. Wise did the same thing in the game as this wave sequence function, and devised to create a song using long sampling data from multiple short sampling data.



Of course, Super Nintendo is not a Wavestation, so you have to manually input all the waveform data to be synthesized for each channel. Wise spent five weeks inputting all the waveform data, including notes, octaves, samples, volume, fades and echoes, into a game program for a single 'Water Music' song.



It's a tedious task, but partly because of it, 'Water Music' is still being handed down as one of the best NES game music.



Mr. Wise uses the same technique in the sequel '

Super Donkey Kong 2 ' released in 1995.




There is no doubt that NES is a limited system for game music composers. However, the limitations of the built-in sound source of two chips, 64KB of SRAM and a large number of hexadecimal codes have fostered creativity and produced many famous songs.

in Hardware,   Video,   Game, Posted by log1i_yk