8Bitone is a Retro 8-bit Synthesizer + Sequencer for the iPhone and iPod Touch.
On first glance 8Bitone looks like any other keyboard app for the iPhone. Within about 5 – 10 minutes of playing with some of my many options and settings , your initial opinion will be shattered & overhauled. You’ll see how every dial at your disposal will change the sounds you can produce completely.
Like most musical apps for the iPhone, 8Bitone is not a professional music making suite, but it sure is fun. I’ve spent a shocking number of hours just tapping out rhythms and putting together little tunes.
I took it upon myself to truly find out how detailed you could actually make a tune with it. Turns out i made myself a ringtone using only 8Bitone and Quicktime to record & convert the file.This is 8Bitone’s main downfall, the lack of a multi-format record/export function. It’ll record your songs, and store your voice styles, sure, but if you want to send an 8Bit jingle you’ve written to a friend, there’s no export function. An .mp3 format would be fantastic and the most obvious choice, but a .midi option would be handy too.
I really like it, and consider it up there in the leagues of awesome iPhone musical apps, along side BeatMaker & euno. It may not be advanced as the others, but it does have amazing sound-tweaking options.
If you reminisce over your old games consoles soundtrack, be it Atari, Megadrive or Nes, you will love 8Bitone, even if it’s just to tap the keys and try to figure out how to play the Mario tunes we all know & love.
For all you people with desktop audio software you should check out YMCK’s Magical 8Bit Plug
8Bitone is also now available as the “lite” version (iTunes link) so you can download and try out before buying the full version.
… Synthesizer / Monophonic / 1 oscillator or LowBitNoise. / LFO / Envelope / HiSpeed Arpeggiator
… Sequencer Edi t/ With Truck manager on Sequencer screen, Composing is easy with Piano Roll format. In addition, Voice Change is equipped to produce different Voices in the song. 4 trucks are the maximum limit.
… Voice Edit / The nostalgic sounds can be created here by turing knobs and operating sliders on Synthesizer screen. In 8Bitone, a group of values which are set on the Synthesizer screen is called â€œVOICEâ€. Each one song can contains up to 128 Voices. In addition, playing with keyboard on the bottom of the screen can be enjoyable too. Move the wheel to control the Pitch.
… Edit Controller / Edit Controller on the screen right side will show 3 types of monitor. / Selection is operated by touching each of the monitor`s name.
… Transcontroller/ PLAY, STOP, COPY, PASTE, DELETE function for songs are performed in the Transcontroller. In 8Bitone, Transcontroller will be turned on with TCR button of the screen upper part.
Cost: $8.99 $0.99
Developer: Yudo Inc.
- 8Bitone [iPhone] 8Bitone is a Retro 8-bit Synthesizer + Sequencer for the iPhone and iPod Touch. Not yet Now available in the AppStore but expected very soon, 8Bitone simulates sounds for 8bit Personal Computer and Console Game Generator from the 80's.Â The Sequencer part of the app uses Piano Roll Screen and with theÂ Sequencer and Voice Edit, using knobs, switches and sliders you can create orÂ recreate yourÂ favoriteÂ chiptunes. Features: â˜… Synthesizer /Â Monophonic /Â 1 oscillator or LowBitNoise. /Â LFO /Â Envelope /Â HiSpeed Arpeggiator â˜… Sequencer Edi t/Â With Truck manager on Sequencer screen, Composing is easy with Piano Roll format.Â In addition, Voice Change is equipped to produce different Voices in the song.Â 4 trucks are the maximum limit. â˜… Voice Edit /Â The nostalgic sounds can be created here by turing knobs and operating sliders on Synthesizer screen.Â In 8Bitone, a group of values which are set on the Synthesizer screen is called â€œVOICEâ€.Â Each one song can contains up to 128 Voices.Â In addition, playing with keyboard on the bottom of the screen can be enjoyable too.Â Move the wheel to control the Pitch. â˜… Edit Controller /Â Edit Controller on the screen right side will show 3 types of monitor. /Â Selection is operated by touching each of the monitor`s name. â˜… Transcontroller/Â PLAY, STOP, COPY, PASTE, DELETE function for songs are performed in the Transcontroller.Â In 8Bitone, Transcontroller will be turned on with TCR button of the screen upper part. Unfortunately, it does not seem like the WiFi transfer to your desktop has been included in this release but we hope to see it in the future updates. The app costs $8.99. For quick start, check out the website where you can find plenty of video tutorials to get you going (we attached first two below).Â yudo.jp/en/music/eightbitone 8BitoneÂ is a great app for any retro gaming fan out there, myself included. For more iPhone chiptunes awesomeness, also check out MiniVLTone (itunes link). Platform: iPhone Version: 1.0 Cost: $8.99 Developer:Â Yudo […]
- Bit Sound [iPhone] New release from Poppy, Bit Sound is a nostalgic 8bit sound generator that uses color and simplicity to create ever so wonderful and fun chiptunes. By touching the small dots, you generate sounds of varying pitch and tone and you can also layer your tracks to compose more complex tunes. Save options in included as well as option to download tunes created by other Bit Sound users. The app was created by Jerry, the other partner at Poppy. Here are some features: - Each dot is a music scale and it adjoins. - Vertical dots rise four music scale. - The dot comes to grow and to touch easily if the dot is touched. - The size of the dot is reset when shaking it to vertical. - The menu opens when a big upper right dot is touched. - Save, share and download tunes created by other. Jerry has also provided us with three promo codes to share with our readers. First 3 people to leave a comment below, get the app free! Platform: iPhone Version: 1.0 Cost: $0.99 Developer: […]
- D0TS:Echoplex [iPhone] D0TS is a basic music sequencer for the iPhone and the iPod Touch. As you create a matrix of "dots", the loop triggers drum beats. The D0TS:Echoplex edition is a subset of D0TS, designed to let you perform the Nine Inch Nails song "Echoplex". During the "Lights In The Sky" tour, the band used to play this song using a giant sequencer at the background of the stage. D0TS:Echoplex gives you the same visuals and sounds, so you can easily recreate the drum line, right in your hand. Feel free to use this application as a music instrument to play the song live by your-self or with your band. You can also trigger the playback for the guitar, the bass, and the vocals, so you don't need any other instrument to make it sounds great. In addition to 64 dots (2 tracks) to compose the entire drum beat, there is also playback samples for the guitar, the bass and the vocals. A real must for any NIN fan. For more information and how to useÂ see the website website. If you are looking for a PC software, see "Echoplex Drum Simulator". For more dot sequencers/tonematrix, check out Melodica (itunes link). D0TS:Echoplex demo from Terenn on Vimeo. Platform: iPhone Version: 1.1 Cost: Free Developer:Â Studio […]
- Neven Mrgan’s Curious Incident [Games, iPhone, iPad] I had a chance to talk with Neven Mrgan about his upcoming game, The Incident. What's the basic premise of The Incident? The Incident is a fast-paced, retro-style game. Its hero is one Frank Solway, an ordinary guy whose life becomes a frantic adventure when he tries to hail a downtown cab one morning. His world gets turned upside down and shaken loose - quite literally - as seemingly everything in the world starts to rain down from the skies. Frank does his best to avoid this deadly shower of stuff and climb the growing pile towards the source of it all. To develop The Incident you partnered with Matt Comi of Big Bucket software. How did that partnership come about? Did one of you approach the other with a basic game concept, or was the design process more organic? I met Matt right around the time the first iPhone came out. Matt lives in Australia, where they didn’t get the iPhone right away - it takes a long time to sail Her Majesty’s ships laden with iPhones there - so he emailed me to ask if I could test his web app, TV Forecast, on it. (TV Forecast has since become a native app.) Matt then made a physics puzzle game called Pocketball, which I have yet to beat...! It was his idea to work on an action game next, using what he had learned about game physics. His pitch to me was the same one-liner we use now: what if stuff kept falling from above and you have to avoid it. I loved the idea, and I only loved it more when Matt mentioned wanting 8-bit art. Since then, we've both been constantly brainstorming the story and the gameplay, deepening it far beyond the original idea. We work with a crazy nine-hour time difference, which can be sort of neat. I wake up and Matt briefs me on his progress before he goes to bed; sixteen hours later we trade places. The Incident is definitely Matt's baby - his story, his code. I’m the guy with the fun task of drawing pixel versions of everything in the world. It's interesting that you mention working with a time difference as being something beneficial to development. I imagine a 'changing of the guards' type scenario. But was the time difference a hindrance during early development, when various concepts had yet to fully formulate? It took one half-hour conversation to see that we were on the same page with regards to the look, feel, and basic gameplay. This was right before the holidays last year, and we then went offline for a while. Matt worked on the physics engine and I played with some art styles. When we came back in 2010, I was psyched to see a working demo of physics objects on our stage, and Matt seemed happy with the art. From that point on, we’ve only had to discuss specific features, which our pre/post-bedtime meetings cover nicely. I think it’s been a pretty smooth road so far! To that effect, how would you describe working entirely independently from one another? Are ideas difficult to communicate, or do you find that the ambiguity often enables your creativity, allowing one of you to take paths the other would not necessarily have anticipated? Matt and I are eerily similar individuals, I think, to the point that upon seeing photos of each other’s homes, we noticed we had some of the same furniture. My wife calls Matt my "doppelganger down under". That means it’s usually easy for us to communicate our thoughts. There are specific advantages to working this way. When I wake up, there’s usually a new build of the game waiting for me, and I try to have new art for Matt to check out. It’s refreshing to see that instead of hovering over each other’s virtual shoulders and dissecting each step. We trust each other’s abilities! A technical note of possible interest: we collaborate using Dropbox. I love it to death. You've stated on your blog that there are "few things you enjoy doing more" than pixel pushing. Stylistically, you also mention that MobyGames was extremely helpful in providing you with reference materials. Are there any games that inspired The Incident's style in particular? No particular game, no. Super Mario Bros 3 is my favorite game of all time - I love its art and gameplay. How does the games 8-bit style change your typical artistic process? I don’t know that I have a typical artistic process! I hadn’t done any serious 8-bit pixel art before this game. I love learning new styles, though, and this was one particularly enjoyable because it sent me back to the days of drawing on my C64 with a joystick (and later on an Amiga 500 with a mouse.) My process, as it is today, consists of basically going in with pixels right away. I don’t sketch, I don’t outline, and I rarely do multiple versions. I take that same haphazard approach to all design. It seems to work! The Incident's trailer shows Frank dodging a number of fairly diverse objects. Are there any official estimates on just how many objects there are to encounter in The Incident? Any personal favourites? You’ll have to play the game to see how many items we have :) (trailer) My favorites are: Tutankhamun’s mummy, a maneki neko, a Smart Car, and a bust of Charles Darwin. Can you shed a little light on the games structure? You mentioned earlier that players will be given the chance to discover the exact cause of The Incident by climbing the mass of stuff that rains down on them from above. Does this mean that each playthrough will have a finite 'height' the player can reach? All the levels are finite and carefully crafted; they tell a story. It would be hard to make them infinite while maintaining the sort of arc we’re going for. It’s a pretty standard setup - finish a level, move on to the next one. Can players expect some sort of 'infinite' arcade mode? We’re looking into alternate gameplay modes. We’d love to do multiplayer, different challenges, downloadables etc. It’s all on the list - we just wish there were enough hours in the day to implement all our ideas! That said, the game, as it is in its beta state, offers many hours of enjoyment. I don’t think we’ve had any beta testers finish it yet! Are there plans to integrate any sort of communal scoreboard to encourage competitive play? That would be great. The Incident has a pretty simple basic score metric: how high did you climb? (In meters, as required by the International Stuff Falling From Above Council.) We love hearing that this tester climbed 37 m and that tester got up to 94 m. When can we expect to see The Incident on the iPhone, and are there plans to bring it to the iPad? We'll ship the game when we're done, but we do stand by our promise of "soon" :) It already runs great on the iPad in 2x mode. I was surprised to see what a good fit it is for the form factor. We’ll look into optimizing it, of course, but it plays like a pretty great comfortably-sized console right […]
- Eliss [iPhone] Nominated for the IGF Innovation in Mobile Game Design' award, Eliss is a multi-touch game for the iPhone where the task is to keep up harmony in an odd universe made of blendable planets. Touch-control multiple planets at once, join them together into giant orbs or split them up into countless dwarf planets, and match their size with the squeesars. Wipe off the stardust, resist to the attraction of the vortex and other space phenomena, and slow down the passage of time. Eliss is a wonderfully designed game, with a slightly retro feel reminiscent of Battlezone, first vector graphics arcade game from the '80, but again a very contemporary feel and gameplay. Included are 20 levels that will require creative ways, speed and strategies complete them. I am currently on sector three and first meeting with the vortex phenomenon. Whilst the first two sectors seemed pretty easy the third is another story. Vortex pulls planets together whilst you desperately try to keep them apart. Every time the collide, you loose life and, honestly, there isn't much of it. With other effects to come such as stardust I look forward to see what's in store. I am absolutely loving what I am seeing where the music, gameplay and graphics really play together in harmony. Considering there are 20 levels in total, I am sure Eliss will keep me busy for a while. Eliss is a prime example of great iPhone app development. Highly polished, fantastic sounds and music, innovative use of multi-touch controls and gorgeous graphics, make Eliss, most probably, one of the most creative and innovative games in the AppStore. One and only, it's a must! Platform: iPhone Version: 1.0 Cost: $3.99 Developer: Steph […]
- LED Basketball [iPhone] If you love retro gaming thenÂ LED B-Ball is the one for you. How much simpler can a game get. Pass the ball around and shoot to score but trying to avoid blocks.Â Interface isÂ absolutelyÂ wonderful and brings back a lot of memories of Â old school gaming. Even the buttons have been made 3D toÂ imitateÂ old plasticky buttons we used to bang like crazy. The sounds are just what you would expect what a retro game. Whilst the game play is very simple, you can tell that developers spend a lot of timeÂ tweakingÂ the interface until it felt right, and it really does. For $0.99 this is one peace of history you would want to cary around with you. If you likeÂ LED Basketball, make sure you also check out LED Football Description: LED Basketball for the iPhone. touchGrove brings you old-school basketball at it's very best. Your friends and associates will drool over the creamy orange plastic case... the pulsating bright red LED's... the razor-sharp, authentic court screen printed with realistic basketball graphics. Run your fingers over the smooth orange basketball"shoot" butttons and you'll know it's the real deal. Pass the ball to your teammate or go in for a slam dunk. Because you are the Man. And you know this is gonna be some awesome basketball action. So dig down deep in your pockets and find yourself 99 cents... cuz that's all it's gonna cost!!! Platform: iPhone Cost:Â $0.99 Developer: Touchgrove Download [xrr […]
- Space Invaders Infinity Gene [iPhone] Guys at Taito Corporation have just posted a video of their upcoming Space Invaders Infinity Gene shooter for the iPhone. The game has originally been developed for the Japanese mobile phones market but only few days ago they announced iPhone version currently in development. Vector-sharp retro-future take on the series (Brandon Boyer)Â Infinity Gene looks incredible (see video). If you are a fan of the original series or the more recentÂ Eliss aesthetic (my favorite iPhone game), you will love this. Game also includes some of the 3.0 software features such as being able to load you own music tracks whilst playing. Taito + Facebook Page + Twitter The company was founded in 1953 by a Russian businessman named Michael Kogan as Taito Trading Company (æ ªå¼ä¼šç¤¾å¤ªæ±è²¿æ˜“kabushikigaisha taitÅ bÅeki?). Taito started out importing and distributing vending machines. Later, they began leasing jukeboxes and they eventually started to manufacture their own. Taito has had a big influence on the course of videogame history, developing some very innovative games.Â Space Invaders is probably the most notable, but games such asÂ Qix,Â Bubble Bobble,Â Jungle Hunt,Â Elevator Action,Â Puzznic,Â Operation Wolf andPuzzle Bobble also introduced unique and innovative gameplay ideas. […]
- Nanoloop [iPhone, Sound] Originally developed for Game Boy, Nanoloop music sequencer, synthesizer and sampler by Oliver Wittchow is now available for the iPhone/iPod Touch. First released in 1999, Nanoloop for the gameboy has attracted a great following and even though the gameboy may be out of date today the device is still used to compose and manipulate loops thanks to Oliver's nanoloop app (see video below). The latest Version 2.3 will also work on Game Boy Advance (including GBA, GBA SP, GB micro, DS, DS lite). The new iPhone version follows the same basic structure and design concept of the original Game Boy version but has been fully optimised for the iPhone. Nanoloop for iPhone combines sequencer, synthesizer and sampler in one package. Features include: - Clear, minimalistic graphical interface - Pattern-based stepsequencer - 6 channels, each can be synth or sampler - Song editor with loop function - Synthesizer with envelope, filter, lfo and other parameters - Save function - Send and receive projects via e-mail, using the iPhone's e-mail program The simple but powerful synthesizer allows to create a great bandwidth of sounds, including beats, noises, basses and pads. Samples can be recorded via microphone (iPhone only), headset microphone (iPhone, iPod touch 2nd gen only) and from nanoloop's own sound output. With nanoloop, you can send your saved projects via e-mail. If nanoloop is installed on the recipient's iPhone / iPod, she/he can simply tap on the file name to start nanoloop and import the attached file. This way, multiple users can work on the same project by simply e-mailing the file back and forth. I have only had few minutes to play this morning and I am very impressed. The UI is consistent, clean and overall feel of the app is fantastic. Nothing is there that shouldn't be there, just a pure focus on the task at hand, making music. Platform: iPhone Version: 1.0 Cost: $8.99 Developer: Oliver Wittchow UPDATE 22.02.2010: Oliver was very kind to send us 5 promocodes to share with our readers. If you would like one, please leave a comment below and we'll random pick 5 lucky winners later today. 10 of 12 tutorials on how to use Nanoloop on gameboy. See them all […]
Posted on: 04/08/2009
Posted in: iPhone
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