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TOPCast 65: Dan Forden

TOPCast - This Old Pinball·podcast_episode·transcript_acquired·2/21/2010
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Welcome to Topcast. Topcast is the this old pinball podcast for all things related to

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pinball. Our emphasis is on interviewing pinball personalities, particularly those that work

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in the coin-operated game industry. Define Topcast on the internet, just point your browser

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to pinrepair.com. Slash Topcast, and you will find all of our shows which are available

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in podcast format for download. Our podcasts are also available through Apple's iTunes

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if you're using an iPod type MP3 device. Tonight on Topcast we're going to be talking

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to Dan Fordon who is the sound engineer for Balli and Williams and also for Stern on

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many games from 1989 up to 2003. So we're going to be giving Dan a call and talk to him

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about the games that he worked on. Okay so I've got Dan Fordon on the line. Dan tell

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me about your early days with pinball. You know you were obviously sound engineer but

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how did you come to this point where you were working in the pinball industry? I mean did

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you have a you know like an early memory of pinball or did it just kind of like trip into

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this business? Yeah I did kind of trip into it. It was sort of being in the right place

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at the right time. I actually grew up in Maryland and you know sort of take it way back.

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I remember during junior high and maybe high school going into Rockville and going to

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the little arcade they had in the mall there and playing Flash and Superman and I think

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Paragon, a bunch of games like that and then you know that's when space wars had just come

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out and I think probably space invaders was in there maybe Asteroid. So like this is back

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in the mid to late 70s and so I thought you know I thought that was pretty cool and then

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you know as I you know went through high school probably didn't go back that much but then

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during college you know played some video here and there but didn't really like make any sort of

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you know I wasn't obsessed by it I didn't you know do it all the time but you know once in a

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while in passing I would play arcade games and pinball if it was available. So fast four a couple

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years I ended up in in Evanston going to Northwestern University for a master's in computer music

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which I never actually got but I did all the coursework and I knew a number of people that

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were working for Williams that's what it was at the time and they were doing obviously pinball

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machines and arcade video games and then one of the people actually so I finished the coursework

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and then I was actually doing some apprenticing in a recording studio around the same time

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but needed to get a job and I actually interviewed with Valley over that summer and sort of the

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agreement we had I mean we sort of you know we hit it off they wanted they were very interested

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in having me come on as a sound engineer because I also had some programming experience too so I

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could presumably create sound as well as help out with some of the programming maybe do some

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tools for the sound department that kind of thing and so we were we sort of had an agreement

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in principle that once I finished my thesis from a master's degree that I would go work for Valley

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and I had an interview I think around the same time with Williams that for every incident just

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didn't go great it's like I don't think I hit it off with the people there as well and then of

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course Williams actually bought Valley so I wasn't sure what I was going to do at that point

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I went ahead and kept kind of pestering them and by this time I believe

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so I knew Chris Granner who had been working at Williams and a couple other people there

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and then Brian Schmidt came in as the head of the sound department and I guess I don't know if

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you guys remember he worked on Space Shuttle and a number of other games he did a lot of stuff with

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Black Knight 2000 I think he might have done Bond's I run as well so he was running so I knew him

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from the Northwestern computer music program and so I basically this one was kind of pestering

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them and so at one point I think I gave them a demo tape that I'd made and it was all my weird

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computer music stuff and I was in a band at the time and we did this kind of sort of aggressive

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funk rock stuff that just did not you know leave a good impression on the people that were

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you know that were designing the games and would you know make the decision on hiring me

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so finally Brian just said look just give me a demo of a rock tune a spy tune and a country tune

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and I kind of got it at that point it's like okay they want idioms like stuff that's familiar

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that's gonna you know bring up kind of familiar feelings and settings not this abstract stuff

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that I was doing on my own so I want to work and did that and submitted that and they really liked

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it and so that would eventually got me hired and so I started in you know figuring out the systems

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there playing a lot of games because they were games sitting around in the hall and you know the

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the latest game and development is sitting there I remember exactly which one it was and maybe the

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one that was just coming off the line that they were that they were finishing production on I

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remember I played a lot of taxi in the beginning there so just kind of learning by playing the games

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and you know learning you know what what what what did Chris do to make a pinball machine pinball

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machine sound good and what are other people you know what Brian do to make a pinball machine sound

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but just sort of learn by playing and and experiencing it that way and then starting to work with

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the designers you know what do you want for the game what kind of music and what kind of sounds you

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know what's the what's the theme of the game and so on and so on so I mean that's sort of kind of a

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meandering tale but that's pretty much how I ended up doing you know working for the for the pinball

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machine industry and working on video games as well. Where did you go to school for your undergraduate

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and what did you get your undergraduate in? I went to Oberlin College near near Cleveland at

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smaller liberal arts school also as a conservatory of music and I originally tried to get in there

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as a flute player to do performance and I didn't get in but I was able to continue studying flute

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with one of the faculty there and did that for a couple years I ended up with a music degree from

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the college in other words I could you could get a I got a bachelor of arts in music history and

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so I studied a lot of music at Oberlin but I also branched out study literature studied math

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study computer science and then got into computer music there for a small place they actually

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actually had and for the time they had a pretty advanced computer music department and so learned

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I learned a lot about you know what you can what you could do with computers and sound in that

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context and then I actually went on and and was it I got a sort of half scholarship to go to

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graduate school at MIT for one year and I went there for year and then eventually transferred

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back to or transferred over to Northwestern. Now when you were doing the computer work in college

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what type of computers were you using? It was all mainframe at that time I think Vax VMS

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were the computers we worked on at Oberlin at least it was all mainframe so you'd have like a

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room with a bunch of terminals in it and I think using the word star word processor I think and

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we also learned you know I learned Fortran I learned Pascal learned assembly language I think

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with Vax VMS assembler and then we did more sort of theoretical stuff it was a language called

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scheme which is a lot like Lisp which I guess it's not really object oriented but it's just a very

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different kind of programming language looks completely different than anything you know like C

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or anything like that then I kind of taught myself C which is very similar to Pascal when I was

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at MIT. Now but I mean when you were doing music on the computers what type of computers were

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using to do that? Yeah so in the beginning the instructor there had created basically sort of a

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virtual frequency modulation instrument and I need to go into details but frequency modulation is

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a sort of synthesis strategy for creating sound that's very efficient using only two you know

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using two you can use more but you can use two oscillators to create a very complex spectra and

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that's actually the basis of the DX7 which is the first digital synthesizer to come out on the

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market so this was actually right before that in any case so we had this this he had set up an

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environment where you could enter you could design you could design instruments using this sort of

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pre-fab algorithm and then you could generate scores basically matrixes of of you know note duration

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pitch data and things like that and you could you know write a piece that way the funny thing was

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that you would actually have to batch the job off and it would go on to like a tape somewhere and

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run overnight and like in the next day you come back and hear your two minute the music it was kind

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of funny and then after that I think my junior year this is when the Yamaha DX7 had come out the

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school bought a bunch of those and they also had a bunch of micro computers and so we were getting into

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programming the synthesizer in real time from the computer I don't remember what kind of computer

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was actually now when you went to when you went to Williams Valley how was the development environment

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there I mean you know you're using you're using a Yamaha sound chip on these sound boards and

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assembly language to drive it I mean how how was the environment on that compared it to the

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college thing it was I would say a lot more evolved and it was kind of home brew at the same time

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we had a language that I feel what it's called well there there was like a compiler that would take

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we would write scores in basically like a text file you know note c3 comma 4 is you know play

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c3 for 4 ticks or beats or whatever and you know you you would lay out your eight tracks sort of

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on top of each other and just program it that way by text you know you could create loops you

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would have rests and then that would get compiled into the assembler for the for the board that we

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used on the development systems which is basically what was in the games at that time and I had a pin

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ball machine cabinet and on the play field was all this this development hardware that kind of

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emulated the hardware that ultimately would get shipped in the game and so I'd have a PC I think

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I started out with a 286 and like a compact or HP or something like that that was hooked up to this

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you know the RS 232 to this development hardware and so the computer we know we'd run the

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compiler it would it would do its thing and then and then stuff the stuff that we made into some

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onboard RAM onto the development hardware and then I could basically talk to that through a program

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that communicated out the port to the hardware and I could make the sound calls happen

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so you you didn't have an actual pinball machine that had this kind of like RAM in your PC that

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was accessible by the pinball instead it was this developmental hardware and you could you could

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trigger each one of the sounds without having to like play the game right correct okay and and

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so you never really actually had a machine in your office you were always using this kind of

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developmental platform right okay okay now so according to the internet pinball database your

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first game was Atlantis how much of the sound did you do for Atlantis I did a number of sound

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effects for that I think Robin Seaver did the music and most of the sounds and I was helping out

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and that was like some of the first pinball sounds I did I think the actual first thing I worked

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on my got there was actually archribals the arcade basketball game oh and how was it working on

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arc you know like an arcade video game versus a pinball machine or didn't it matter um

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I don't know I think I like them both I thought it was harder I think it was definitely harder to

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create sound for pinball machines because it was a lot more abstract I mean you're trying you know

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I'm trying to make a sound well also because we're using a Yamaha chip to make all the sounds

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it's not like I could sample water and and that would be sort of a characteristic sound of the game

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I had to like you know try to make it work with with a Yamaha FM sound with a basketball game where

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you're seeing people go back and forth the connection between what you hear and see is a lot more

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explicit so they sort of automatically kind of work together and I remember having a hard time

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making stuff for Atlantis and people thinking that you know people saying you know those sounds

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aren't any good and I was like well okay I don't know what I'm doing so I just kept trying

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different things and you know playing other games and trying to figure out well what is you

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know what is cool about that that's not cool about the thing that I was doing now if you needed

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to sample or or get a digital you know version of a voice or something hot how did they do that I

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mean I understand how you were constructing your scores and playing your music and you had certain

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and with the Yamaha chip you had certain voices or certain instruments as they may call them but

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I mean how would you like to you know you know speech right so we had the first hardware that we

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used when I was there with the eight voice Yamaha chip an eight-bit DAC so you could play an eight-bit

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drum sample one at a time and actually I don't think even I don't think Atlantis even had that I know

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our rivals did not have it so like doing things like drums I had to do drums on you know take up one

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or two tracks on my on my on my FM track FM score to do the drums those were our rivals and I

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believe Atlantis is the same thing and so so you got the eight voice Yamaha chip you got the

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the eight-bit DAC and we had the CVSD chip which I don't know if people know about that but it

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it was a beast to work with and it was basically one let's see I think it was like an eight-to-one

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compression it had a frequency response of up to maybe 2500 hertz so S's and F's basically sounded

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the same and if you could get them to speak at all and the way it worked I think it was like sort of

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one bit per sample so if the incoming signal was higher than the previous sample then the bit

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would be a one if the incoming sample is lower than the previous one then the bit would be a zero

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and that's basically how it encoded it and I'm sure there's a lot more to it than that but that

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was my understanding of it and so that's what we had to work with and so we had to do all sorts of

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crazy EQ stuff before we converted it just to try to get anything that had high frequency to speak

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but I remember Chris Granner telling me about the Elvira game where she supposed to say let's party

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and you could never hear anything other than let party because the ass on the end of that just

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wouldn't speak no matter how hard you know and we try to turn up that part of the digital file as

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much as we could and still it just wouldn't convert so that was always very frustrating but challenging

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so after the Lannis you did Black Knight 2000 where you're a little more experienced that things

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go a little easier? Yes and no I mean I still had to make some demanding you know Steve's

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Steve's pretty demanding game designer so I had to make it you know make him happy and you're

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talking about Steve Richie of course right? Yes and Brian Schmidt was actually he was the lead on

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that game and he did most of it but what he asked me to do was see if I could come up with like

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electric guitar sound on the Yamaha and so I cranked away for a while eventually came up with

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something that I liked pretty well that I felt like was good both for doing for trying to do power

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chords and for doing you know screaming lead guitar type stuff and Steve actually wrote a riff

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for the multi-ball tune yeah I think that was the one and so he gave me that riff and so I took that

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and used my my electric guitar and you know tried to make like a cooking like heavy metal screaming

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lead guitar tune for multi-ball and that was that was a ton of fun to do and I was thinking the

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whole time it's like well what would I don't know Steve I was even around at the time but it was

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like what was something like that play what would I even have play over you know something like this

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and of course you know people like that can like come up with it in the moment I like spent you

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know a couple days writing you know going note for note and trying to do these all sorts of guitar

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like gestures with this kind of unwieldy Yamaha a voice chip but it was a ton of fun to try to make

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it work and I'm pretty happy with the way it came out yeah no I came out great but I guess how do

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you how do you develop these voices I mean like you know for me I've obviously never

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worked with this hardware I mean how do you get a particular sound or are the sounds pretty much

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already dictated by the chip no um Brian I believe Brian and maybe someone in Bill Parade one of

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them or both of them worked on an editor that was able to actually talk to the chip and it allowed

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to to manipulate the parameters of the chip so we could change um I don't know like

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modulator amounts and frequencies and you know LFO and and all the all the synth all all the

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internal synth parameters of that FBO1 chip we would we would have have control over and what was

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actually really cool was that not only just like oh so so I would go in and and to this editor

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and I would like play notes and tweak the the parameters until I got something that I'd liked

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but you could also in the score itself you had access to all the parameters of the voice so I

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could load in a voice and then as part of the music I could I could change parameters on the fly

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right so if I wanted to do like more of a feedback thing I could like change some modular

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so some modulator or carrier ratio in in the middle of the music and it would make it would affect

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a timbre change I did a ton of that in um Brian of Pinbuck and that was a lot of fun

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so you had eight tracks is that mean you had like eight separate instruments that you could play

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simultaneously right single note see oh you mean so it would play one instrument one note

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but it would do it so quickly that it would wouldn't sound that way right well like for example like

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maybe the let's say that multi-ball tune um for black night I would maybe have a bass line might

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take up two tracks because like we would often double a line to make it fatter right a little bit

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of coursing a little detune maybe tiny bit of delay and then maybe I'd have three voices for doing

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like a rhythm guitar um and maybe let's see like a symbol and then maybe the lead guitar would then

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be another two tracks doubled so you but it would be something like that so you had a full you had

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a full line of effects too with it with it too you had coursing and delay all available with the

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chip too no you had to you could you could simulate that but you'd use up like like one thing I

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like to do was um like on all eight tracks let's say I don't want to do like a hit um I would just

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like do the hit and then on each track um you know let let that note ring and then turn the volume down

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do it again turn the volume down again so it would be kind of like a fake echo fake reverb but no we

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had no we had no outboard effects or anything like that if we wanted to course something you had

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to use two voices and detune it and and was that easy to just play with two voices slightly detune

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and that's your coursing is it was that easy to do in the um in the text file out of there yeah I

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mean that's just like you know copy that entire track pasted and then at the top do like a pitch change

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oh interesting okay so now like let's take the next game that you did was bad cats so you've got

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these cats you know you know in some parts of the game you've got cat and cat noises that are

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really high pitched now how did you handle something like that um gosh I don't remember I think I

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just you know where it was appropriate for cats to to make their noises I think I I guess I

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must have recorded some cats I don't got I don't even remember that I do remember the music for that

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when that was a lot of fun also to try to do basically jazz and you know someone would

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based on the lead guitar sound that I that I made I made what was basically going to end up being

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my tenor saxophone sound and um yeah I'm just trying to do like you know lounge and

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or like let's let's call it pseudo lounge or pseudo big band jazz in that one

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and then like some of it kind of had like a hip hop group of not hip hop but like um

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I don't know what the groove is but like a very like kind of modern swinging sound

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I guess that's the best way I could describe it now when you need to actually get a to get a

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voice like you know you were talking about Elvira in the party monsters where she says let's party

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but you know like I I have that game and I and I I swear I can hear the S in Letz how did the how

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did you actually accomplish that or or was it it might just like you fake did enough that I think I

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hear it well I think it was you know with again that was Chris's game and he um I think maybe he

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had done it a couple times and people were amazing it just sounds like let party and so he just

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had to keep iterating on it and eventually got it to where it's like yeah and maybe depend on

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what part of the game like if there's something else loud playing and she says that you might not

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hear it I just don't I don't remember uh what the context of that is but that's that was just I

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just remember him talking about how frustrating it was like to not be able to get that to speak the

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way he wanted it to so was that traditional for you guys to use like almost like camouflage in

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the background to kind of like in order to make things you know not as noticeable um it depends

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right I mean if that was like a situation where it's like her voice is like the only thing there

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then you know there's no way you can camouflage you just have to like play it and that's you know

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that's what's going to sound um in fact the background background sounds made it hard a lot harder

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to understand um the speech because um there's so much frequency information missing from the speech

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from that chip that anything else playing at the same time is going to make it harder to understand

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all right now um uh you you also did mouse and around um in in a roller games was there was

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any interesting you know sound stories related to those games um those are both really fun to do

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although I got to say I thought the roller games was like probably the worst license ever it was a

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really fun game right now that was I thought that was just a ton of fun to play

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now did you do the theme for roller games yeah that was an interesting story actually that was the

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roller game theme that was sort of dictated to us and um and so that's that's one of those games

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like I think um black nine two thousand was the first one that actually did this that had singing

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in the game and how would you do that how do you get how do you get singing okay so you would

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have a track I assume it was like sort of double duty um instrument track and signal track

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and then the signal track was able to send something to the hardware to play the appropriate

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sample I mean they had worked out the communication where um you could send a a signal in one of the

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Yamaha tracks that would turn the CVSD chip on and play the right file so that's what they did in black

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nine two thousand the same thing we did for roller games and so I ended up with like a couple different

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um singing files that had the rock and uh you know the roller games little pieces of the roller

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games vocals and then I would trigger them at the right time did the same thing I believe with river

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boat gambler had Mark Richie singing river boat gambler now you talked about this CVSD chip before

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so I mean what is that what is CVSD what exactly is that chip it's it stands for a continuously

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variable slope detection and that it's just basically a standard part of the you know up until we

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up until Matt Booty created the DCS system that was how we well access not entirely true I think

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we used an okey chip for a couple of games that had an 80 pcm algorithm which was a ton better

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but up until that time the CVSD chip for a couple years was how we did it was basically the way

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we would handle speech in games and it was you know it was not just pinball it was the video games

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that we were doing and it was also the shuffle alley games that you know we do a couple of those

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every year too what would be the procedure like it you had Mark Richie singing in a river boat

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gambler so you you would start you go to the studio you record him and how would this ultimately

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get turned into this into this CVSD and ultimately you know get played back on the hardware

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give me the whole procedure so what I would do what I probably did is I got the music to a place

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where it was ready to for somebody to sing over and I assume I recorded that just into a wave

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file or whatever we were using at the time and then we had a little recording studio with a

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vocal booth and a control room and I probably gosh I don't even know if I did that I might have

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done it I'm like a tape recorder who knows but eventually I recorded his voice into and I think

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this might have been before pro tools I know we had some kind of digit design mac based digital audio

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recorder I believe we recorded it into that and then I maybe did a little bit of editing on it

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and then we had this basically a proprietary piece of hardware which was like the CVSD and

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coder and so you would take the equivalent of a wave file I don't even know if it was at that point

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we might have had the down sample or down degraded down into 8 bit maybe at some particular sample

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rate as well anyway then you would basically I think play this file into the CVSD box and it would

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record it as CVSD data I believe that's how we did it and it's going back away so I don't like my

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memory is a little bit sketchy on that but that sounds like what I ended up doing and then either

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I would like play like a vocal phrase and then that would become a file and then I'd play the next

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vocal phrase that would become a file a CVSD file and then I would bring that over to my computer

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and do whatever I had to do to compile it into the game naming it accordingly so that when I

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called for it either from a sound call or from my piece of music that it would play at the right time

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now that answer question yeah no that's great I was kind of wonder what the process is I know

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it's a little geeky of a question but you know it's kind of cool now how would so once you get all

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these sound calls all laid out what would you hand them out to the game programmer and then he

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would just call them as as as they so desired or did you have control over this within the game

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well you know it's a collaborative process right so I would go and I'd work in my office for a while

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and write it you know if you want to you know sort of the typical way I would start up on a game I

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mean we we would talk obviously you know me and the programmer and the and the game designer and

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the art lead you know whoever was whoever was interested or had a stake we would discuss you know

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with the approach we're going to take this is what it should sound like and everyone throws out

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their ideas and then I kind of go off and and come up with some music you know here's a shooter groove

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here's a main play tune here's a handful of basic effects like for bumpers for targets drop targets

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one of the things right by the flippers call it totally forgot slingshots right

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roll over things like that you know maybe a maybe a lane completion sound that kind of stuff

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so like your like you're a very basic menu of sounds that would go in the game and so I would

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come up with that then I would you know print out a thing for the programmer go up you know go to

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his office and talk about okay this is what you play here put this here put this here you know and

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you know sometimes they would say well I put this thing on here just because I liked it and that's

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like you know that was like fine if I you know if I didn't like it I'd probably say I don't like

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it let's try it something else you know and then I would you know I'd get a bunch of feedback on

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like what they liked and what they didn't and you know we'd talk about it and then you know

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it's kind of like at that point now we're kind of in the process of you know creating

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talking about arguing about it figuring out what's best figuring out what works what's fun you know

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and then it's just kind of a creative iterative process from then on well did you ever you know

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all that your sound programs were eventually stored on e-prom was there ever an issue of were you

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were you just ran out of e-prom space you know at ran out of space to store what you want it to do

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all the time all the time even today right and I'm doing games for ps3 and xp 360 you got a memory budget

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you got to make decisions about you know what's worth the memory what's worth the CPU crank

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you know what can I what can I degrade over here so I can fit this other thing in I mean all the time

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but I mean was it worse back then or is it worse today I don't know I think it's about the same

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probably I think it's probably it was probably worse back then I mean come on we're dealing with like

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I think archriols had like 250k I mean now we're like on you know some of the stuff we're doing now

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it's like well we've got like 16 megs of memory which doesn't yeah it doesn't even seem all that much

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today yeah but now we're like yeah but we also have to play you know we have to have room for 10

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thousand sounds because that's you know we've got all these characters we've got this music we've

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got all these you know every character has their own voice you know so I mean the expectations have

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gone up gone way up as well okay so now you did the sound for for Harley Davis in the

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Valley Harley Davidson too you know so you you know that's got some motorcycle sounds in that so

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what was the process to get you know like revving motors or whatever in into the game yeah that

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was insane someone I forget who designed that game they had no ramps right right it was a

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it was competing with the Gottlieb street level design which meant that it was kind of a more

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of a simplistic design game it was a single layer no no have a trails no ramps nothing like that

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it was a basic game yep so I don't I forget who did it might have been Ward Pemberton maybe or

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someone had arranged with a Harley dealer out in Palatine which is the suburb of Chicago that I'd

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go out there and be able to record some of their stuff so I went out there I think I had a

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may have may have had a dat recorder at that point something like that and so there was a guy

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who's a Harley guy and he was you know got a bike out and turned it you know turned it on

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rev to a couple times we did some drive-byes and then we wanted to get some you know steady state

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engine stuff and so I got on the back of his bike and he didn't wear a helmet and I was like well

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probably shouldn't wear a helmet either like that would be kind of wissie if I have to wear a helmet

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and so like holding on like the back with one hand and holding a microphone down by the

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pipe and he went like 90 miles an hour just like my it was like my land speed record up to that point

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and like really kind of dumb actually but it was fun it was just not regular streets

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yeah but were you getting wind noise too yeah we got a lot of wind noise but I was also holding

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the microphone back and those pipes are super loud I don't remember if I got anything completely

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useful from that particular part of it and and whether we would have needed that anyway I think

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the you know some of the best stuff was just the idle at the beginning of the game because that was

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I was able to get that pretty isolated and there were some drive-byes that were pretty cool that I

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think I used in like the jackpot or something like that that I thought worked out pretty well

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all right now the next game up was machine the bride of pinbott now you said you know like

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who was the woman that that that did the voice calls for that I don't remember her name I was

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playing in a in a sort of contemporary music ensemble around that time and we were playing

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this pretty ambitious piece that called for a couple of sopranos to sing along and it was she

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was one of them and so I just contacted her and had her come in I had written another like okay so

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there's this one part where she comes alive right I had written a little piece for that originally

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and brought someone else into sing it and that got that got the thumbs down I said try again so I

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re-wrote it a little bit made it more like operatic like a little faster notes basically

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and then got this other singer and that seemed to do the trick now when you got thumbs down was

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this python that that was given the thumbs down um might have been yeah I think definitely but

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I think that was probably other people too and it was python pretty demanding to work for

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compared to the other designers um you know he would be like he would fixate on a couple different

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things that like you know we're we're very important for him and for his you know for how he saw

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the game and the important moments but um well for one thing I think I only did music on that game

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I don't know if I did that many actual sound effects I forget I think John Haye did a bunch of

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the sound effects and Rich Carson's recorded a lot of the speech um that actually was one of the

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was actually Harley Davidson and that were some of the most fun I had writing music for games because

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I was kind of I mean I was kind of like left to my own devices just do whatever and they seem to like

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it and so I came up with a main play tune for the bright pinbott and and python really seemed to

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like it so I think at that point he just kind of let me go and do whatever I wanted to do

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typically who was the designer that was that let you have them you know the longest leash and who

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and who had you know who had you on this shortest leash the tough question they were like different

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at different times like for certain things it's like if it wasn't if it wasn't making it then

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didn't matter who it was they would let me know and so I'd need to you know rethink it or have a

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different strategy um Steve's pretty demanding no doubt Steve Richie yeah I mean I mostly work with him

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um mostly him actually I only did one game with Pat Lawler and that was safe cracker which is like

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you know sort of way late in the whole pinball thing um Brian Eddie he he could be very

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very specific and very um picky about certain things all right now you also did party zone and get

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away high speed um you know now party zone was was party zone a pretty you know interesting

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you know game to do yeah that was a lot of fun and I um I brought like the the captain b's

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our guy right he's actually someone that um went to my high school back in Maryland that ended up

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out in Illinois somehow and I sort of reconnected with him and he I just thought he was like the perfect

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guy to do that voice I think he did a great job now when you brought somebody in like you know

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the girl you were talking about that did this singing and um and and your buddy from from Maryland

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did Williams typically pay these people or did they just do it because wow I'm gonna be in a

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I'm gonna be in a pinball machine that's really cool um they got paid something they didn't get

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paid that much but it was there was a time when it was like that that it wasn't really cool to

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like bring someone in and pay them to do this it was sort of uh I don't know because we had

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done so much of just like oh just get you know whoever down the hall actually we had a lot of

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we had a number of people that worked there that were really talented like Ed Boone and Mark

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Richie both had gray voices for pinball stuff and they did a ton of stuff for our games so

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the thinking was like well we've got these people here that can do it why who we pay someone to come in

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but you know to get a wider variety and actually some real some sort of authentic acting skill

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you do need to do that and you're gonna raise the production levels of the games and then when we

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when we went into starting to do movie licenses and now we're getting like Patrick Stewart or you

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know people from characters from Indie Indiana Jones then you know then it became precedent to

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get people then that were that actually were really talented voice actors to come in and provide

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voices for the games now on getaway you know you've got um like a ZZ Top Song in it how how hard

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was it to create or recreate that using the Yamaha synthesizer voices um well it was you know

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it's not a super complicated song I remember having a hard time really nailing delete that comes

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in and I don't think I ever really did just because there's some nuances that they do on the guitar

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that I just couldn't like make work um I don't know I think it I think it went okay I always felt like

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I did better like writing my own stuff and trying to cop another tune and make it work in um in

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sort of pinball land because I did I did I did that tune I did um pinball wizard and

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rock and roll part three for the um super high impact game

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it's a song that they often play at half time with basketball games right um you know we

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licensed that for the super high impact uh football game and I mean they're possible

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but I don't know I felt more comfortable just writing my own stuff and and because then I could

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take then I could like write stuff that was I guess more tailored to what the the instruments could do

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right right yeah you could write stuff that the the hardware could take advantage of instead of

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kind of reverse engineering songs right and like for example I remember just kind of cringing

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at the pinball wizard thing because I needed to you know we didn't have singing for it so I had to

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do the vocal line with an instrument and I just never like I just never felt really comfortable

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with the way that sounded now you did uh start track next generation and this was a change in

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hardware you now had the DCS platform maybe we should talk about the development of the DCS

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platform and and and how big the changes were from um you know from you know a music engineers

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point of view um it was great um it was what any audio guy would have want would have been wanting

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for years and uh Matt Booty that was his brainchild and he and an engineer named Ed Keenan work

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together tirelessly to bring that to light um and it was not without its share of controversy

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because there are some people that didn't want to use it that didn't want to change and didn't

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want to take the risk because it was a risk um but you know they persevered and eventually it caught

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on and people you know who isn't going to want to be able to have orchestral music coming out of

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their pinball machine I mean that that that kind of thing you know with heart you couldn't hold

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that down forever um we could actually write what I call real music uh for a change you know with

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with you know using whatever is out there to make sound you know whether it's a sample library

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or like the latest synthesizer um all the sudden anything was possible as far as what kind of

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music you could bring in at the same time it brought a whole new set of challenges because

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now every piece of music is taking up a discrete chunk of memory whereas before you had

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an instrument that all you needed was some like really tiny bits of data to make it go

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now you're actually every piece of sound is using a sample memory and so you know we had to start

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using a lot more memory and of course the designers are always wanting to put more and more more

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stuff in the games I mean tons more speech more music you know the games the rules and the games

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themselves got a lot more complicated so you need just a lot more material so I mean yeah it was

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cool it was absolutely cool it never wanted to turn back but there was you know you still had the

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challenge of you know there's all this stuff that I need to get done and this is my finite amount

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of memory so how do I wedge it in there and so the solution for a lot of it was to

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start writing you kind of architect the music in a certain way so that you can repeat a section

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and then have an ending that moves you into the next section and so you write these little modules

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like little loops basically and then you can string them together in like a kind of like a playlist

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fashion now what when you said you said there was risks and you said there was some people that

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didn't want this hardware why you know what were the risks and why would some people not want this

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because my understanding is is now instead of having like you said having you know a limited

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number of voices or whatever everything was basically you know converted into like an MP3 format

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and just you know and basically the hardware hit playback right yeah well okay so I mean it sounds

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great right but then the realities were as it was being developed I think there was one I think it

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was I think Indy was the first game that actually used it in fact I think Twilight Zone was going

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to use it but then didn't so Indy was the first game to use it and so this is like the hardware

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is in beta the hardware and the software is in beta and it's not totally you know all the

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kinks aren't worked out and I think Brian Eddie is like sitting in there one night programming is

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game and the game is quiet nothing's having all the sudden this like you know 90 decibel shriek

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comes out of the sound system and just scares the pants off and and it's like a horrible like a horrible

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sound is just coming out of it it's like that kind of thing is like bad PR for trying to you know

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get your get a new sound system up and running and it's just one of the things that happens along

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the way obviously you know whatever bug it was was found and it went away but like that made people

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be like oh I don't want that in my game yeah well you but now you've got voice you know real voice

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samples I mean and things are really I mean you know you don't have that problem with the S's

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in the half's anymore at least not to a large degree so I you know I just I can't imagine

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anybody not wanting that yeah and it well but people right but people's priorities are often

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you know different and they're used to the way things work you might be introducing a cost

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element that they don't they don't want yeah I mean like some people have been like

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extremely successful successful with the old hardware so why you know they're they would be nice

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but that it's not absolutely necessary for them it just wasn't necessarily a priority and I'm

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sure there was some politics going on too so like for Star Trek the next generation they did you

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know you you had the actors actually I guess come in and record these parts I actually flew

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out to LA and recorded them at a recording session where they were you're familiar with ADR

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or looping that's the process by which actors will go back into the studio to record the lines

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that for whatever reason they couldn't use the live audio from the take okay so they'll go in

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and essentially lip sync their own dialogue so there there was a bunch you know this is in the

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middle of production for some one of the seasons of the show and so then they all live I'm sure

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they all live in LA close by and they had over this week of time scheduled them so you know they

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scheduled to come in and replace their dialogue and so I was able to tag along at the end of those

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sessions and get them to record the script that we had created for the game now Star Trek

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the next generation also had a home ROM with some custom speech in it did I mean were they doing

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this recording at the same time for that too yeah I think once I had recorded my the stuff I needed to

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get I told them hey you know because I think a lot of them were actually getting a machine out of it

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that's it hey you can record anything you want and we'll put it in your game

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until a bunch of them did that in was there different actual different sound robs for different actors

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I don't think so I think we maybe just made one that had all of it in there and maybe maybe

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Dwight Sullivan the program he might have programmed it to like just you know for the

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you know the Patrick Stewart game would play his stuff when you did whatever button combo at the

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beginning or hit the flipper buttons because I remember there's something simple where you could

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just cycle through them all right now when this was like a new thing for you to go out and record

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these these voices of the of the actors on on site I mean was this was this uh I mean was this

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more fun or was this kind of a track it was fun and scary because you know sort of meeting these

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extremely popular uh television and movie actors and I didn't want to make a mistake and I didn't

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want to look stupid so yeah it was kind of scary but it was it was cool it was definitely stressful

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but it was fun at the same time okay now the next game after Star Trek that you did was pinball circus

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with python tell me tell me about that game and tell me about the sounds for it um that game was

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was a lot of fun uh we never finished it um yeah it was it was it was insane I think

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there was some frustration because it was like I think we kept changing programmers and

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there was um I don't think there was clear design direction on like where some of the rules were

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going um but I managed to create you know pieces of music for each level because there are a bunch

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of different play fields that you would get to um yeah I mean it's just an incomplete right there

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was although one thing that was really fun about that was I did like a classical guitar piece for

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I guess it was a trap piece woman or something like that but yeah it just never it never really

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got out of like an alpha stage I don't think I mean just like it um it never it never really came

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together it was really cool though so this is a completely you know a non-licensed game a

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completely original game so you basically got to sit down and write all the music with with

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whatever instruments you're comfortable with with it was just a lot more work

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you know it's interesting I actually started that game with the Yamaha system and wrote some stuff

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and then once we moved over to dcs I re-wrote it with you know because I had you know at that time

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I was using a k2000 and I had a couple other synths and you know some kind of rudimentary

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orchestral libraries and things like that so I tried to do sort of orchestral stuff

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and then like there's a jazz piece for the elephant I think

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for the z-ry forget and then like this sort of punk rock or heavy metal rock thing for the crazy

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clown at the very top evil clown guy it was python really doing a nice job with this game in your

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opinion I don't know I don't it's it seemed like he wasn't completely focused on it and that

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and I don't really know what happened to it um because it could have been I mean maybe it was

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just something that was too hard to like really engineer I mean because I think there were there

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were definitely some issues with what can you actually do with a vertical like a vertically oriented

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pinball machine like it was I mean maybe there was something about like these really small play

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fields with small flippers hitting the ball and you can't really keep it in any one place for very

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long and then it goes I don't know I don't know what the problem was um but I think there were

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aspects of it this kind of became too difficult to maintain um design direction and probably

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engineering and hardware okay so now you do the game with with Brian Eddie the shadow um

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yeah once again did you have to go out and get um and get the actors to get to get their voices

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and get their voice calls yeah I went out to LA and recorded canelpie and miller and tim curry

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and john lone I think those were the three and um that was a pretty fun game to do and

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yeah you know I think he like I think Brian I mean Brian gets like you know he's pretty demanding

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and we'll like stick to his guns on a lot of stuff but but I felt like he liked you know

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unbalanced the the music that I wrote you know from the get go and then if there was stuff

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that he didn't like he would it would be like little aspects of stuff I don't think I ever had

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to throw anything out with him were you less intimidated by the actors in this movie then you

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were and say star track yeah I think I sort of I'd already done I don't kind of been there done

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at that point so it wasn't as that stressful a situation now with no fear how was you know that

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was a licensed theme but it was kind of like a loose license I mean you had you probably had a lot

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more space to roam sound wise right yeah um I collaborated with Vince Ponderelli on that game he

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wrote most of the music I think I wrote maybe main play and gosh maybe a couple of the tunes and

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then I focused on the speech and the sound effects for that I seemed to recall we recorded a friend

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of Steve Richie's dirt bike for that game for some of them dirt bike stuff and Greg Ferris to a lot

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of the voice for it too who did the skull talking that was Steve oh really it was Steve huh okay

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and then I processed it what to add some edge to it yeah yeah I think I pitched it down at

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it's some reverb and some probably some some coursing or something like that now when you're doing

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this this sound processing are you doing this in the in the in the William studio or ready your

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desk at that time I was working from home I was a contractor so I had a home studio you know with

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I forget what I was using at that point probably pro tools also probably sound maybe sound

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forward at that point I'm not sure and we were also in the early days of DCS we actually had

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a proprietary piece of software that we would record we I guess maybe we would process our files

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into it that it would because then it would spit it out of the very specific sample rate that we

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needed but then I think eventually we're able to just use sound for it to do that for attack from

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Mars um wait now who was doing the the the voices for for attack from Mars that was mostly people

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around the company Tim Kittsrow who did a lot of voice work for us over the years we hired him

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he was a couple I think probably a couple characters he was definitely the general

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um and he could do he could do a lot he could do a lot of different things with his voice

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so he probably played a number of characters but we had Vince I believe played the French guy

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um god I get that one confused with revenge from Mars

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um I believe Sal Davida did the Italian voice you know who he is no he's longtime video game guy