COMMODORE 64 SID MUSIC BY VIBRANTS
RELEASED TUNES BY JCH IN JCH'S NEWPLAYER 1988-92
UPDATED 4 JULY 1998 BY JENS-CHRISTIAN HUUS

IMPORTANT NOTE! If you are using the SidPlay emulator, please turn up the third filter
parameter or you will not get a filter setting the tunes was meant to use!

This package should contain five archives with all the packed and released music done by
Jens-Christian Huus in his NewPlayer in 1988-92.

Archive         Players                 Years           Tunes

NP88-89.ZIP    	v00 - v05		1988-89         31
NP89.ZIP	v06 - v09		1989		34
NP89-90.ZIP	v10 - v14		1989-90		45
NP90-92.ZIP	v15 - v20		1990-92		40

Total		v00 - v20		1988-92		150

Worktunes and music done in other players by JCH have been moved to different archives
especially dedicated to such tunes. Please pay a visit to our homepage if you wish to 
download some of the additional SID music. Of course, you will also be able to download
all our FastTracker II music here, as well as SID music from other members of Vibrants.

To play the music you need a SID emulator called SidPlay. This can be
downloaded from http://www.geocities.com/SiliconValley/Lakes/5147/

Note that the old 1,3 Mb package from 1995 which contained music utilities, SID tunes, and
D64 files is no longer supported. The contents of this package have been rearranged and
presented in smaller chunks instead - this archive being one of them. The new archives
are superior to the old 1,3 Mb package because I enhanced many of the tunes in several
ways. Doublespeed tunes uses the CIA timer, digitunes are fixed and the volume settings on
the samples have been adapted. Also, correct and precise years have been applied to all of
them. But most important of all is the fact that I hacked my own tunes and added subtunes
to many of the tunes which normally did not have any built-in subtunes! The reason I did 
this is that some of the tunes includes parts which are totally different from the rest of
the song. In other cases I just did it to reveal a part I liked a lot myself. Under all
circumstances it was really hard work adding these subtunes. I hope you appreciate it! :)

If you are looking for tunes in these archives and are puzzled about their absence, chances
are that I never composed those tunes in the first place. Because so many composers used my
editor and player, some of the tunes contains credits to me which the composer never 
bothered to correct. For example, the tune "Galactix", which everybody believes I did, was
in fact composed by Carsten "Scarzix" Berggreen. Suffice it to say that this tune is not in
my collection. However, you can find this tune in the brilliant High Voltage collection.

All tunes in NewPlayer v00 to v04 was composed directly in an assembler listing. As later 
revisions of v04 was developed further, I managed to code an editor for the player. This 
editor was used from v05 and all the way up to the last player, v20.

The first 30 seconds of "Don't be sad" was actually inspired by a new tracker on the Amiga.

The tune "Brown Ice" is a conversion of "Bright Eyes" by Art Garfunkel.

The Demogame Example was ordered by Trap of Bonzai for a game within a demo.

The tune "No Filter" did not use filter because it was used in a demopart by Upfront which
used samples (although they were not related to the music itself in any way).

Goldigger was the first real game project I did. Somewhere in the other end of Denmark an
enthusiastic guy wanted to establish a new software house. To help getting this organized,
he collected a few interesting people in the scene for a meeting in a conference room
somewhere in Jutland. Here the future plans for the firm which was named "The Electronic
Generation" was discussed. I met Klaus "Link" Grngaard for the first time and introduced
the editor to him - he became the first person (apart from myself) to use it. The first
game that "TEG" wanted to code was a "Boulder Dash" clone called "Golddigger". Klaus and
I decided to split the work up so that we were doing half of the work each. As soon as we
got home and did the work, however, we never heard from this firm again.

A professional software house in Denmark called Silverrock Productions gained a lot of
success with a couple of games on television which could be controlled with the telephone
buttons - a fairly new concept. Their first game was Oswald, an Amiga game which featured
a character jumping from ice floe to ice floe. I did the music and SFX for the C64 sales
version. Later, Silverrock received even greater success with its Hugo character. Again, 
the first version of the game was made on the Amiga. The character became such a success
in Denmark that even a spin-off CD record was sold containing a rap hit. As the C64 sales
version was to be done, I merely converted this rap hit to the SID format.

A television quiz program, which was made popular by a great danish former disc-jockey Kim
Schumacher, was converted by a small danish firm as a C64 game. The music was composed on
the Amiga by an unknown guy. Thomas "Drax" Mogensen was asked to convert the tune for a
certain sum of money but, as he said himself, he wasn't sure he could convert it so he
asked me for help. I completed the conversion - later, Thomas admit that he didn't complete
the conversion because he thought the original Amiga music was incredibly boring. I tend
to agree with him! :)

The soundtrack for the game Perplex was originally to be done by Thomas "Drax" Mogensen
alone, but at some point he thought he could use some help so I agreed to do some of the 
music. The block available in this archive is actually only a fragment of the entire 
soundtrack for the game. The game itself was a shoot'em up coded by an austrian guy, Robert
Hermely. It was way ahead of its time, mainly because the coder made extensive use of 
several tricks only known to demo coders. While the music and sound effects were done in 
1989, the game was put on ice by the austrian guys as they became tired of it. Some years
later they revived the project, finished it, and sold it to a german software house under
the new name - Hermetic. If you download some of Thomas Mogensen's SID music from our
homepage, you will be able to hear more music from this game.

The danish demogroup Jewels (which also featured me as a member in 1988) also fiddled with
a puzzle game called "Push-It". Featuring main code by "Doc" and main graphics by "Access",
the game looked very promising when I first saw it. The intro tune is one of my personal 
favorites and was heavily inspired by the music from "Task III". The game "Push-It" was
never finished.

One of the few games that was actually released with my music and sfx on it was "Su-Sweet"
by Double Density. This software firm was notorious for their puzzle games.

Pitfight was a fighting game from Domark which I did the music and sfx for.

I always get mixed feelings when I play the "Tecnetium" music. The titletune is long and I
put a lot of work into it in april 1989, but today I can hear loads of harmonic errors in 
it. The game was another sideways shoot'em up which a couple of totally unknown danish guys
was making. This was some time before "Perplex", so at that time I thought the game looked
very good. The hiscore theme is a conversion of the old Cliff Richard hit "Congratulations"
done right out my head. The game itself suffered the same fate as most other games I made
music for - the programmers soon became tired of it and never finished it.

The music for "Guldkornekspressen" (danish for "Goldcorn Express") was another game from 
Silverrock Productions. I made the music for the C64 which was then converted to the Amiga
by Jesper Olsen. The game was based on a commercial by "Ota" (a competetor to "Kelloggs" 
who also make breakfast products). It was about a toybear riding a toytrain, collecting
goldcorn and avoiding all sorts of obstacles. The intro tune was in fact converted from
the commercial itself, but the rest are original compositions. Something that was common
for all five leveltunes was that the "puff" in the chord sounds was output from the player
to synchronize it with the smoke coming up from the chimney of the train. The difference 
between the two levelblocks is tune #3 - a conversion of the old "Do the locomotion" hit. 
Converting it was not well received by the producer, however, so I had to modify it.

All the music for the game "Orcus" are among my favorites tunes of all the music I ever did
on the Commodore 64, especially the level tunes. The music was ordered by a guy in England
who told me that the game would be much better than any sideways shoot'em up's previously
seen on the C64. Because I believed him I made an extra effort out of the tunes for this
game, which I expected to be my final breakthrough. Time went by and the programmer for the
game lost all interest in the game - leaving me with a whole bunch of unused tunes.

The digitunes in NP90-92.ZIP are among the last tunes I ever did on the Commodore 64. As
strange as it may sound, the tune "Better late than never" was composed in 1991 as the very
first digitune I ever did - hence its name.

All the music is copyright (C) 1998 Jens-Christian Huus, Vibrants.


ABOUT VIBRANTS

We are a group who specializes in music for computers. Visit our homepage
at http://www.vibrants.dk for more information about us. There, you can also
download most of the music and programs we have ever done in Vibrants.

Handle		Real name			Email

Drax		Thomas Mogensen			SORRY, NO EMAIL
Jch		Jens-Christian Huus		jchuus@post8.tele.dk
Jo		Poul-Jesper Olsen		jo@ite.dk
Laxity		Thomas Egeskov Petersen		thoege@udd.aardassem.dk
Metal		Torben Hansen			torben_hansen@sja.dk
Msk		Morten Sigaard Kristensen	msk@post8.tele.dk

Together with Jeroen "Wave" Tel, Drax and Laxity also make music in Maniacs
of Noise. Go to http://xs4all.nl/~mon/ if you want to check it out.


