(v1.02) 2002-03-11 This is a collection of newsgroup texts etc. about squarewave music. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I am a great fan of historical electronic musics and -sound effects. Especially I like squarewave music very much."Squarewave" is the stylistical term for that sort of minimalistical,monotonous musical sound as it was played by the early homecomputers and tv-games,and as it is still produced by some electronic doorchimes,electronic toys and toy organs. (Some people also have called it "chip"-music,but this name does not fit this style really very precisely.Calling it "chip" would not be very logical,be- cause all modern electronical musics eventually are played using "chips" and also single-chip sound generators from today are actually able to play samples and to produce sounds those are much different from that sort of musical style that had been called "chip" by some people. The term "squarewave" fits to it much closer,because the typical tones of this style are mostly based on the square waveform and also the characteristical, rough sounding sort of colored noise,which is such typical for this style,con- sists of repetative sequences of squarewave pulses of varying length but con- stant amplitudes.) Especially I am fascinated by the unique sounds of the Atari VCS and Atari 8bit homecomputers.These machines had a very special tone scale that is dif- ferent from that one used in the westian music and that resembles more to the sounds of the Hindu- or other Asian music styles. (I have experimented in composing music in the squarewave style using my Amiga Protracker,but unfortunately it has only a fixed tonescale,which makes it very difficult to reproduce the impression of chords on a POKEY.) I know,several music players have been written for the SID music of the C64 and I like many of I's pieces of music very much(especially compositions from Rob Hubbard),but I haven't heard of any music players for the Atari POKEY chip.This chip was not such flexible in producing sounds as the C64's SID with it's fabulous audio filter(which was nearly comparable with a Minimoog synthesizer),but the POKEY had some really special,rough and buzzy noises that supposingly have inspirated many of the modern tekkno tracks,so I am very sad that I can't play the old Atari XL musics on my Amiga(homemade woodcase, 68000 CPU,Kickstart 1.3 ROM) or on my PC.(486DX 120MHz with Mozart and Gravis Ultrasound cards) My favorite Atari XL musics are: "The Tail of Beta Lyrae" "Quasimodo" "Warhawk"(from Rub Hubbard!) "Mr. Robot" "Red Moon (??)"(Theme in Cracker-Intro from "The Outsider") On Atari VCS (sound similar to POKEY,but only 2 voices instead of 4) my favorite melodies and soundeffects are: all melodies from my "Compumate" computer keyboard, "Lily's Adventure"(really freaky,plays 2 melodies at the same time :) , "Reactor"(great buzzy,humming intro-sound :) , "Solar Fox"(Is it music?,is it sound? - no,it is SOLAR FOX!) , "Desert Falcon", "Laser Base", "Ghost Manor", "Panda Chase"(="Der Hungrige Panda"), "Smurf"(in the caves), "Q*Bert" Does anybody know,if there is someone working on a POKEY music player? I only know of a semi-working one on Amiga("PokeyNoise",written by Achim Härtel);un- fortunately there seems to be none for PC yet. The Atari XL musics were really much to good to be lost and also the melo- dies of the Compumate with their unique squarewave harmonies really should be preserved.The POKEY chip is less complex than the C64 SID,so it should be not too difficult to emulate it properly. Is there an Atari 8bit music site in the WWW? I also wish to know if anybody has written some acid-house musics for the C64, because it's Moog-like audio filters supposingly would be ideal for doing so. MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- From: lbarber@sonymusic.com (Leon Barber) Newsgroups: rec.games.video.classic Subject: Re: Which Atari game theme music is best?(was "Q:squarewave music...") Date: 7 Jan 1997 22:45:29 GMT In article , "CYBERYOGI Christian Oliver(=CO=) Windler" says: >Especially I am fascinated by the unique sounds of the Atari VCS and Atari >8bit homecomputers. This is what's mostly sparking my interest to break out my 130XE and get back a 2600... The sounds had a great character to them, and while the C64 was always praised for SID, I preferred the grittier sound on the Atari machines. >but the POKEY had some really special,rough and buzzy noises >that supposingly have inspirated many of the modern tekkno tracks, I'd be interested in knowing what, directly or indirectly, inspired music exists, be it published or MOD-based. >My favorite Atari XL musics are: > >"The Tail of Beta Lyrae" >"Quasimodo" >"Warhawk"(from Rub Hubbard!) Many Synapse games had the proper noise level turned up, "Dimension X" springs to mind. Sound effects in "Necromancer" were also very creative and worked well with the sound hardware. >On Atari VCS (sound similar to POKEY,but only 2 voices instead of 4) The sounds generated by 2600 "Starship" were great! --- Re: help! 2600 MUSIC (About it's unique tonescale...) Jay Tilton wrote: > > "David D. Marshall" wrote: > > >Hello! I recall hearing something about a cart(s?) for music on the > >Atari 2600. I would really appreciate it if someone could tell me what > >this cart allows as far as music programming. > Heheh. Conceivable, but not very. The 2600 is capable of producing > tones of 16 different types (waveforms) at 32 pitches and 16 volume > levels on two channels. And the pitches don't follow any sort of > musical scale. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > ^^^^^^^^^^^^^ NO! The POKEY/TIA has just a musical scale of it's own! This tone scale has much resemblance to Hindu musics and it is very suitable to compose musics in a special way,because it allows to dominantly apply some combinations of (ma- jor?)chords those would sound way to sweet and itchy(like some commercialized German folk/country musics called "Volksmusik") when played in a common wes- siean tone scale. I really love the POKEY sound,because it is continously walking on the narrow path on the border between harmony and disharmony.I already have tried to re- create this sound on Amiga ProTracker,but it is very difficult to simulate the unique tonescale of the POKEY by just setting pitchbend commands etc. and the strange varying distortion of the POKEY never sounds close to the original when simulated just by using ordinary samples.(I am working on a variation on the Atari-XL "Quasimodo" theme,but I really can't imagine to recreate the great Atari-XL "Mr.Robot" soundtrack even a bit close to the original by only using an ordinary sample-based sequencer program.) > If you could use all the 2600's RAM for storing a sequence of tones, > you could maybe get 64 notes on one channel, or 32 on each of the two > channels. > The Compumate contains it's own RAM.Read in my other article about this. > Not a prime system for creating music. I doubt such a cart would be > possible, never mind commercially viable. > Why not??? Don't you know the story of the Roland TB303/808/909 drum computers those were first sold for 1500DM or so.Later nobody wanted them anymore and they sold them for 100DM or so in cause of their artificial sound.But when tekkno and house went into the mainstream,they suddenly became cult objects and their price rose up to 2000DM just IN CAUSE of this artificial,unique,impulsive sound and their rarity. I am a composer of gunk musics and there I already have used many samples taken straight from my Atari VCS. (Gunk is a sort of break-less,multivoiced,monotonous tekkno-trance variant made for meditation purpose,often featuring continously repeated,mantra-like speech loops etc.,slowly getting slower and smoother to the end.Gunk music could by characterized as the exact opposit to breakbeat and "London Jungle".) I prohesy,in 10..30 years the unique,characteristical POKEY sound will find it's usual place in rythms and accompainement within ordinary pop songs. (The distorted handclap rythm in a popular "Backstreet Boys" hit song already sounds now excactly as it has been covered straight from the Atari XL theme of the game "M.U.L.E.",playing from it's POKEY.) MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* From: mrskimask@aol.com (MrSkiMask) Newsgroups: rec.games.video.classic Subject: Re: help! 2600 MUSIC (About it's unique tonescale...) Date: 13 May 1997 05:34:01 GMT This sure is interesting. Is there a cartridge that was used to play music on the 2600? maybe with the keypad controller? I myself love and create experimental electronic music and would love to use the Atari 2600. Judging by what I hear in the demented variant of "Don't Stop Believin'" at the head of the Journey Escape cartridge and the off key sour Ms. Pac Man theme, this thing could be very useful. There is more to life than an equal temepered western scale! --- Re: help! 2600 MUSIC (Experiments with it's unique tonescale...) MrSkiMask wrote: > > This sure is interesting. Is there a cartridge that was used to play music > on the 2600? maybe with the keypad controller? I myself love and create ^^^^^^^^^^^^^^^^^^^^^^^^^^^ > experimental electronic music and would love to use the Atari 2600. > Judging by what I hear in the demented variant of "Don't Stop Believin'" > at the head of the Journey Escape cartridge and the off key sour Ms. Pac > Man theme, this thing could be very useful. There is more to life than an > equal temepered western scale! I would like to tune a Piano this way... :) Read my Compumate article;the Compumate had it's own plastic foil computer keyboard.(But it only used plain squarewave tones on it's sequencer;no syn- thesizer options. :( ) I read in a German book,that a very early VCS cart ("Concentration"?,"Code Breaker"?) had a feature to play and replay melodies via keypad controllers,but I guess it was more a sort of "Senso" game,than a real music program. Why don't you experiment with an Atari XL(eg. in BASIC)? I believe,the sound capabilities of the VCS's TIA chip are a real subset of the ATARI 8bit's PO- KEY synthesizer chip.I definetly could imitate on my XL the unique "DENG! DENG! DENG!" sound of my VCS Reactor cart. I remember experimenting with BASIC for-next loops could create really inte- resting tones.When I made a siren loop but fed the same voice alternatingly with the pitch "i" and "a-i" ("a" beeing constant"),I got the typical sounds well known from Wiliams Arcade Classics and Jeff Minter's games and some things sounded nearly as vocals from a voice synthesis! I don't remember the exact values anymore,but it was basically something like: 100 FOR i=50 TO 150 STEP delayValue 110 SOUND voice 0 pitch to i 120 SOUND voice 0 pitch to 150-i 130 NEXT i Also playing machine code DATA lines as melodies through the POKEY with a BA- SIC loop or adding an additive(not multiplikative) value to the pitch of a BA- SIC melody playing loop sometimes sounded really interesting.Is there a pro- gram on PC that allows to define synthesizer voices via procedure loops and than playing them polyphonous via a (e.g. MIDI)music sequencer? I would like to have one. I think a MIDI driver for the PC POKEY parallel port card should be made,be- cause samples of a POKEY can never immitate the unique,strange,varying distor- tion appearing in multivoiced POKEY musics. MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- Re: Here is some very interesting REACTOR sound facts: [about the arcade version] DreamZ2048 wrote: > Dave Thiel wrote: : : Reactor was done with software synthesis. The 'DSP' was a 1 MHz 6502 : that ran algorithms that created a sound data stream that was slammed : into an 8 bit DAC as fast as possible. There was no hardware timebase : The trick in making something that resembled a distorted lead instrument : with such sparse resources was the waveform that I used for the lead : instrument was not in ROM. I pointed the synthesizer algorithm at the : 128 byte of RAM that was my temporary variables, global variables and : stack and used that as my waveform. I was playing my variables as an : instrument. Since as a matter of course they were changing (in order to : run the algorithm) the instrument sample were dynamic (and related) to > whatever note I was trying to play. Whow - that's the right way of making sounds! (Not just boring samples...) As a child I loved playing with BASIC sound loops on my Atari XL,those made a lot of really strange and unique noises when putting out different sounds on the same channels in a "for" loop. I don't remember the exact values anymore,but it was basically something like: 100 FOR i=50 TO 150 STEP delayValue 110 SOUND voice 0 pitch to i 120 SOUND voice 0 pitch to 150-i 130 NEXT i I also remember machine code game BASIC loaders those spit out the machine code "data" lines through the POKEY sound chip while "poke"ing them into RAM. This also often sounded really freaky. > The rest of the sound effects were algorithms too. The curious thing : about games of that period from the American pinball companies : (Williams, Gottlieb), they both used the same technique, 8-bit processor : synthesis. Even though some sound events had as many as four : components, all sound events were mutually exclusive. Imagine, in : Robitron for instance, there is never more than one sound event at a : time!. And it sounds so rich and dense. If a new sound truncates a : sound that is playing, our mind goes, oohh, this new sound is loud ( not : 'wait a minute, what happened to the sound that was playing). So much > for polyphony. Yes,the rapid cutting of sounds by other ones can make music sound very dyna- mically;this is one of the reasons those make historical videogame's square- wave musics pieces sound very clear and give many of them a strongly medita- tive,brain syncronizing effect,although they usually don't contain any loud drum rythms like other trance music sorts.Today the strong effect of cutting sounds off is also often used in tekkno and hiphop musics. (Why is there no feature for sound output via PC speaker in Williams Arcade Classics?) ;) MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- From: CYBERYOGI =CO= Windler Newsgroups: rec.games.video.classic Subject: Re: Your favorite video game special effects Date: Tue, 14 Apr 1998 13:28:27 +0200 TomHeroes wrote: > > I don't know, the noises at the beginning of Zookeeper when they are showing > you how many points jumping over the animals is worth, has to be up there in > annoying and obnoxious. Of course it is a tolerable noise as the game is so > good. The same cannot be said for Club Drive. I LOVE these incredible strong and harsh droning program loop synthesis sounds of games like "Zookeeper","Robotron" and Gottlib games("Reactor","Crossbow" etc.) and I also love to hear the great old POKEY(and TIA) noises and square- wave musics from Atari 8-bit and VCS games. POKEY - denn Dröhn ist schön! ;-) (i.e. :"POKEY - 'cause drone is beautiful!") MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- Subject: Re: About game musics... (I love POKEY/squarewave musics!) Date: Thu, 11 Jun 1998 18:11:54 +0200 From: CYBERYOGI =CO= Windler Organization: (I'm teachmaster of LOGOLOGIE - the first cyberage-religion!) Newsgroups: rec.games.video.arcade.collecting, rec.games-video.classic Glenn Mandelkern wrote: > > In article <01bd908b$16eb5fa0$0ab72682@p2005041>, > Ryan wrote: > >To me the sound effects and background music can make or break a game. It > >helps get the heart pumping and puts the player into the game instead of > >playing it. Phoenix's electronic Bird screams/shrieks were excellent and > >great background music to boot. Lately on the PC, some excellent game > >soundtracks have accompanied the top games. Maybe I'm biased because Im an > >amateur musician...what does everyone else think? > I've many times refused to play an arcade game if it does not have > the corresponding audio. The game takes on completely new meaning > when the sound is present. I distinctly remember when I used to > frequent arcades that if the game was not making sound or the > operator did not want to set the volume so it could be heard, > I would not play it. I wanted them to take the audio seriously too > because it is indeed an integral part of the game. You're paying > for the whole experience, not just bits and pieces of it. That's true.It's unusual that I play emulated games as long the emulators have no sound yet. > Also, on a rather odd tangent, as someone who has perfect pitch > (how can I say that without sounding arrogant?!), I'll especially > look forward to playing a game which features songs in my favorite key, > E-flat. As a pianist, my favorite keys are those with flats; I distinctly > remember liking very much the songs from the games Xybots and Vindicators > because most of their songs were in flat keys (e.g., Xybots used A-flat > and F minor Vindicators had C minor, F minor, and B-flat minor.) Some guitar > players like sharp keys, esp. because of the way a guitar is usually tuned. I love POKEY squarewave musics,because it has a very special,equal-emotioned tonescale combined with very unusual,incredible rough and impulsive noises. [Read my old articles the in attachment about this.] > And you may also find another plausible explanation by determining > which of your primary senses you prefer to use to explore the world. > > A field known as Neuro-Linguistic Programming (NLP) states that we each > have a preferred sense to deal with. These 3 senses are visual, auditory > and kinesthetic. I am researcher of neuronomy(science about improvement of the usage of brain and nervous system),and the interaction of videogames with the player's brain is one of my research topics.I don't trust the NLP theories really much be- cause NLP seems to contain a bit much foul priest-handicraft used to praise itself as the best and always working solution,but in a videogame for me sound is a very important feature.Many of my favorite melodies stem from videogames and even in my dreams etc. I often hear melodies from historical videogames. > Knowing about the NLP concept has been particularly interesting to see > what draws a given player to a game. Talk to someone or read through > their opinions about a game. The visuals will notice more the graphics, > the auditory will remember the sound and the kinesthetics will describe > how the controls responded. > Career Magazine Author, www.careermag.com: The Candidate is a Human Being ...unfortunately often rather an inhuman one. ;-] MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- [edited extract from some of my MAME bug-reports] On Mon, 14 Sep 1998, Nicola Salmoria wrote: > I agree that some games are too soft, but this is not a bug in the PSG > emulation. The AY-3-8910 has an exponential volume control (3dB per step). > This is documented in the data sheets and has been verified on the real > thing. I have just thought of something which MIGHT be wrong but I'm not > sure, I will have to ask to the other developers. ... Date: Tue, 6 Oct 1998 12:24:06 +0200 (MET DST) Subject: MAME 0.34beta3 BUG-REPORT and improvement hints! ... More about mysterious squarewave sound phenomenons... To the volume scale linearity problems of some games I could imagine that it might have to do with different(wrong) supply voltages used for the sound chips(or OP-amps?) on the arcade PCBs and game sounds designed especially for this voltage. Imagine a PCB developer abuses a PSG variant intended for 12V by running it on 5V(to save an extra power supply),resulting in wrong internal operating points causing the chip to work well,but distort/clip any sound signals of high output volume.But while the waveform is anyway squarewave,this wouldn't cause much audible distortions,but just a decreased dynamics(and possibly interesting sounding intermodulation distortions in multivoiced musics).Now imagine that the game programmer would compose musics for this PCB and tweak the volume values by ear to sound best on this board;the result would be that the dynamics would sound way to high when running the programm on an(e.g. emulated) soundchip behaving like it was intended to do when running on 12V supply voltage(like heared e.g. in "Intrepid" and "The Glob" on MAME). I am a great fan of squarewave musics(collecting beside videogames also other intresting sounding electronic stuff).Though when I experimented with the circuitry of a chinese toy organ/music box("Gogo-Train",containing 30 square- wave melodies + a drumcomputer on a single chip) to add some effects for ma- king tekkno,I discovered that by playing with the operating points of the output transistor(watching the results on a tube oscilloscope)/decreasing the supply voltage I got phenomenons quite similar to what I described above, though even a strange,cheap,non-linear power amplifier on arcade boards in combination with musics especially composed for it could result in the well known MAME sound dynamics bugs.Adding a clipping/rectifying stage behind some emulated sound chips could possibly approximate such phenomenons quite well. (Was the planet landing sound in "Gyruss" really intended to sound the way it does??) ... Date: Mon, 3 Jan 2000 13:28:58 +0100 (MET) Subject: MAME v0.36beta12 emulator BUG-REPORT! ... Dear MAME-Team, what you have done to my beloved old FM organ sounds?!! O 0 : /~~~\ I always loved that strange,uniquely rough sounding hollywood organ music of the game "Side Arms"(also "1943" etc.) on MAME.It sounded like a kind of very old and rusty droning,bizzare Hammond organ - with its massive,powerfully roa- ring "kerrang!" sounding much like played by some kind of organ playing mons- ter of the magnitude of a "Dr.Phibes" or similar. I have generally nothing against improving sound chip emulations,but after I tried now the new MAME0.36ß12 and started "Side Arms",I felt like hit by a shock(or by a rotten fish?).In the new MAME this fascinating,archaic,broad, metallic sound is gone and has been replaced by just that smooth,thin,boring and pale squeaking "gummba gummba dwelng dwellnng" stuff that can be already heared enough on every 7$ OPL3 soundcard today's office PCs come shipped with. :( The YM2153("Marble Madness"...) in opposite to this has very fine and complex sounds(6 operators like DX7?) which can even immitate instruments quite well (except the Atari E-guitar),though its clear sounds are really nice and worth to be heared in its high resolution HiFi quality. But the new YM2203 emulation sounds just like yet another OPL3,while the old one had its own,unique style.I own a Yamaha SHS-10 portable keyboard,which mono FM soundchip also sounds rather like the coarse sounds of the great old MAME's YM2203 than the gentle,smooth,but dull tones of OPL3 soundcards. {[later added remark:] How to turn your Yamaha SHS-10 into a DX7... ;-) The SHS-10 portable FM keyboard has only 25 built-in instrument sounds;this is a description how to cheaply add some more.The soundchip in my SHS-10 is an "YM2420 79 04 72A".By soldering an 8x DIP switch into the traces to pin 2,3, 4,5,6,7,10,11 it gets possible to create many other strange sounds by opening one or more switches while selecting a sound and then closing them again. I could imagine that this kind of modification should also work well with other old Yamaha FM keyboards.Unfortunately the resulting sounds are a little random(due to multiplexed lines and the timing of switching?),though multiple attempts are necessary to select a desired sound this way.(Previously selec- ting a sound with all switches closed makes it less random,but this works far from perfect.But at least for proudly sampling the sounds of the new and cheap "do-it-yourself DX7" it will do its job well enough.) To the SHS-10 also 4 additional piano keys can be added by wiring them with 4 diodes to the keyboard matrix to play lower notes.(I added a row of small but- tons below the speaker.) } I didn't hear the genuine Yamaha YM2203 chip yet and though I don't know if the new emulation sounds closer to the original,but I read in some MSX FAQs that predecessors of Yamaha's OPL3 FM chip(OPL1,OPL2) despite of software com- patibility indeed had a lower internal resolution,though possibly the old MAME reproduced the sound more faithful than the mathematically exacter sinewave multiplications of the new emulation. Question: Does anybody know how an original YM2203 FM chip sounds (especially the "Side Arms" arcade machine)? Is it closer to the old or rather to the new MAME ver- sions? Therefore dear MAME-Team, Independantly from this;the fantastic,rusty,broad Hammond organ sound of the old YM2203 emulation was definitely a valuable enrichment to MAME's sound pa- lette,therefore PLEASE put the old routine back into MAME or make the internal resolution of the new algorithm adjustable by command line options to keep the old sounds available. (I am no OPL3 hater(nor do I hate violins),but the previous sound was just something completely different.Besides the unique,rough squarewave sounds of a POKEY there are only very few instruments on this planet those have a really strong,dry and impulsive drone,and that old YM2203 emulation was just one of these rare specieses.) [Unfortunately this great old YM2203 emulation never returned into MAME yet.] MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* --- On 3 Jan 2000, Marcel Gonzalez wrote: > > Hey Christian.. happy y2k.. > I've seen you post here before about sound chips and such, so I have to ask, do > you collect game music? > > Marcel Yes,I am a great fan of squarewave musics,own a CD-ROM with 100MB SID tunes and have also downloaded many NSF musics.IMO Rob Hubbard is a similar genius like Jean Michael Jarre. But I am especially fascinated by POKEY (Atari 8Bit) musics;unfortunately there is no POKEY-Player for PC yet(only a beta release for my Amiga). By the way,I am not the only one caring about squarewave.Look at the synthe- sizer at this link: http://sidstation.com/ You can find many of my newsgroup articles about squarewave on DejaNews. (http://www.deja.com/home_ps.shtml) MAY THE SOFTWARE BE WITH YOU! *============================================================================* I CYBERYOGI Christian Oliver(=CO=) Windler I I (teachmaster of LOGOLOGIE - the first cyberage-religion!) I I ! I *=============================ABANDON=THE=BRUTALITY==========================* {http://www.informatik.fh-hamburg.de/~windle_c/Logologie/index.html} --- Finally a great archive with over 1300 POKEY tunes and player programs for PC was created under the name ASMA. You can download all these fantastic musics now at http://asma.dspaudio.com/ POKEY - denn Dröhn ist schön! (POKEY 'cause drone is beautiful... ;-) )