Friday, April 21, 2006

Tasting Notes: Gartelmann 2004 Ambrosia

amrosia

The last time I visited the Hunter Valley, I discovered this treasure of a winery in Lovedale. Set in an Australian bush setting, this winery has established vines of over 35 years of age. The significance of the magpie on the label becomes clear if you take the time to get to know Jorg, the friendly owner of Gartelmann. The magpies swoop down and feast on the bugs that are attracted to the vines and therefore the requirement of sprays on the vines is greatly reduced. Gartelmann is also well known for its olives and has also won awards for it's Chardonnay, Semillon and Shiraz wines.


I recently decided to re-aquaint myself with this lovely wine and a nice cheese platter. The 2004 Ambrosia (9.5 % vol.) is made from hand picked semillon and chenic blanc grapes that are grown on a high trellis system for maximum ripeness. The sweetness of this wine is not from botrytis, unlike many other dessert wines. The rich golden colour invites you to try this sweet wine and I found it's palette ranging from apricots to marmalade to toffee.


This is right up there in my list of favourite desert wines. Highly recommended. $24 a bottle.


Gartelmann Cellar Door
gartelmann

Tuesday, April 11, 2006

Liverpool Football Club

Some people call it soccer but it is globally known as football and I have always called it that. I follow two teams closely in the world game and have done so since 1977. I follow Fiorentina in the Serie A but my favourite team is Liverpool FC and I can remember many of the greats from the late 70's/80's as though it was yesterday: Ian Rush, John Barnes, Kenny Dalglish, David Johnson, Kevin Keegan, Graeme Souness, Bruce Grobbelaar, Mark Lawrenson, Peter Beardsley, John Aldridge, Craig Johnson, Steve Staunton - and let's not forget some of the more recent players have also been such great inspiration: Steve McManaman, Jason McAteer, Robbie Fowler, Steven Gerrard, Paul Ince, Dean Saunders, Michael Owen, David James, Patrik Berger, Ronnie Rosenthal, Danny Murphy, Jamie Carragher, Harry Kewell - and I've left many others out I know.


Liverpool KitLiverpool

Home Ground Location: Anfield - Liverpool
Club Founded: 1892
Most Recent Trophy: Champions League 2004-05
Last Premiership Win: 1989-90
Theme Song: You'll Never Walk Alone
Web Links:


Harrington, NSW

Harrington is a small town (population ~1600) located 20 mins North of Taree and 55 mins South of Port Macquarie. This is where my extended family enjoys our holidays in the summer. The fishing is amazing and the tranquility of the place is addictive. Take a look at these photos and judge for yourself.



Harrington Lighthouse


Crowdy Head Trawlers In Dock


Crowdy Head From The Air


The Gantry - The Ultimate Fishing Spot


The View From The Top Of Pilot Hill


Harrington Town

Sunday, April 9, 2006

Recording Acoustic Drums

General Drum Recording Notes


Before you commence any recording, you need to configure your kit accordingly. Firstly, I would check the sound absorbing/reflecting qualities in room. This effects the drum sound and how the drums will sound recorded. Take a 12" tom and hit is a few times in various parts of the room and try to determine if it sounds bright/dark and/or boomy/smuthered. Once I have found a location where to my ears my tom sounds bright and boomy (unless I want a dark and smuthered sound), I set my kit up in that location.


Just before setting up my kit, I need to decide on what drum set configuration I will be using. 99% of the time I would start with a 'standard' 5 piece setup (kick, snare, 3 toms) as a guide and work from there. Other considerations before I setup include:


  • Decide whether to add an extra tom or two (add a 16"), remove a tom to make it a 4-piece kit (the 12" for me) or even swap the tom sizes (have a 16" instead of the 14")
  • Does the song require double kick work? If so, will I use two drums or a double pedal?
  • What kick drum front head settings? (no head, a head with a hole or a full head).
  • What size and type of snare to use? Fortunately for me, I only have a 14"x5" brass snare and a 14"x5" wood snare, so this decision is not so difficult.
  • How many cymbals and hi-hats will I be needing? Is one crash enough? Do I need splashes and/or chinas? Double hi-hats?
  • What type of sticks should I use? (or maybe brushes)
  • What type of beater will I use on the kick pedal? (rubber, felt or wood).

Now, after the kit is setup, it is time to tune the drums as close as possible acoustically to the actual sound I want recorded, applying any muffling if required. After the drums are tuned (the best I can do), I now need to eliminate any excess noise from the kit such as squeaks and rattles.


If there is a spare mixer input and mic available, try to use it as an ambient mic placed at a 'sweet spot' in the room, and a certain distance from your drums. This will add 'liveness' and an ambient character to your drum sound.


Now, if you are lucky to be working with a studio engineer, let them do their job and help you get a great sound. If you find your sound is not to your liking, simply tell them what you want. Occassionaly, you might find a engineer who has very set ways in how they want drums to sound. Just kindly remind them that you are paying for this studio time and as the customer, you want the drums to sound how you want them. Communication is key!


Oh, and try to stay cool and play for the song, using your normal manner and style.


My Preferred Recording Settings For The Snare Drum


  • place mic 1-2" above the rim and facing the head at 45 deg
  • more 'beef' - mic closer to the head
  • less 'beef' (thin) - mic more away from the head
  • My preferred EQ settings: increase 8-12 kHz to keep it crisp, reduce 2-3 kHz to keep drum from sounding boxy (unless you want that sound) and roll off extreme low end (below 50Hz) to avoid a muddy sound

My Preferred Recording Settings For The Kick Drum


  • place mic 2-3" inside the front head, aimed at beater contact spot
  • more 'attack' - mic closer to the beater contact spot
  • less 'attack' (airy) mic more away from the beater contact spot
  • My preferred EQ settings: increase 6-8 kHz to increase stroke definitionand reduce 1-2 kHz to add punch to the sound

My Preferred Recording Settings For The Tom Toms


  • place mic 1-2" above the rim and facing the head
  • My preferred EQ settings: increase 6-8 kHz to maintain stick attack, increase around 120Hz to add sustain and a beefy sound and reduce 2-3kHz slightly if the toms sound boxy

My Preferred Recording Settings For The Cymbals and Hi-Hats


  • "overhead" condenser mic's are best
  • if one mic, place it several feet above the kit pointing straight down
  • if two mic's, place one mic at around 60 deg. and the other at around 120 deg., arranged so they are nearly touching, with their signals panned hard left and right in the mix for stereo imaging
  • if a separate mic is used for the hi-hat(s)/ride, place the mic so it is facing down at an angle, about 6-12" from the top of the cymbal
  • My preferred EQ settings: increase 16-18kHz slightly to keep it crisp andincrease 1-2kHz slightly to promote 'bell' sounds

My Preferred Mixer Settings For Drum Tracks


  • set all mixer controls to the lowest position ie. 'zeroing' the board
  • bring in kick drum, panned centre, adjust EQ
  • bring in snare, panned centre, adjust EQ and EFX
  • bring in toms, panned left (high) to right (low), adjust EQ and EFX
  • bring in cymbals, not as prominent in the mix as the rest of the kit
  • bring in ambient mic if used, gradually until the mix is just right

My Preferred Reverb Settings For Drum Tracks


  • choose an appropriate reverb 'room' for the track ie. hall, stage, room, plate etc.
  • slower tracks can use more reverb than faster tracks
  • sparse arrangements can also use more reverb than busy ones

My Preferred Compression Settings For Drum Tracks


  • don't use on whole kit unless a squashed sound effect is required and if your compressor allows, set cutoff frequency ranges as appropriate
  • you can use a moderate amount on the kick to tighten the track and give it punch -- as a start point, use the 4:1 setting and then set the threshold so that most of the loud hits fall between the 4db and 6dB range

Saturday, April 8, 2006

8-bits – Commodore 64 and Apple II

As tragic as it may sound, "8-bits" has changed my life. I discovered 8-bit systems way back when in 1982 and I have had a soft-spot for them ever since. Here are some details of my favourite 8-bit games and the systems that ran them:


My Favourite Eight '8-bit' Games


Impossible Mission - Released in 1984 by Epyx


Impossible Mission


You are Agent 4125, sent to crack the secret code of Elvin Atombender who is planning on destroying the world. Guide 4125 down elevator shafts into rooms, exploring for clues and combining these clues to form a code word. Amazing gameplay, and one of the first games to offer digitised speech.


Boulder Dash - Released in 1984 by First Star Software


Boulder Dash


Guide 'Rockford' through a maze-like Cave, digging dirt, pushing and dodging boulders, while collecting the required amount of diamonds to open the next level door. A gameplay classic.


The Last Ninja - Released in 1987 by System 3


The Last Ninja


Puzzle solving, arcade adventure game with ninja fighting. It has some of the best graphics and sounds ever produced on the C64 and most people who owned this game rated it in their top 5. Brilliant.


Archon - Released in 1983 by Electronic Arts


Archon


Dark vs. Light - A chess-like game were you must destroy the opposing side or take control of the five 'power squares' on the board. When two pieces 'meet' on the same square, a fight is initiated in which only one piece comes out alive. Each piece has their own traits, some much stronger than others, making for a variety of combinations in fights. A classic.


World Class Leaderboard - Released in 1987 by Access Software


World Class Leaderboard


One of the first double disk games I ever bought! I enjoyed the original leaderboard, even though it only was comprised of fairways and greens and water hazards, so when this came out with the additions of trees, bunkers, and rough, plus the ability to play real-life golf courses, I could not resist it. Playability wise, many golf games are still based on the Leaderboard games to this day.


Into The Eagles Nest - Released in 1987 by Pandora


Into the Eagles Nest


Before First-Person Shooting games like Doom and Wolfenstein, we had Into The Eagles Nest. Played from a top-down perspective (like in Gauntlet), your mission is to rescue three hostages captured in WWII who are being held somewhere in Eagle's Nest, a German fortress. You must destroy the fortress up once you have rescued all the captives. It is a fast, and sometimes frustrating game, and remember to use your keys wisely.


Yie Ar Kung Fu - Released in 1985 by Imagine


Yie Ar Kung Fu


You play Oolong, who wants to follow his father's footsteps and become a Kung Fu Grand Master. To achieve this, you must defeat ten opponents, some with weapons such as Shriken, Nunchuckas and Tonfun. You can perform moves such as the flying kick, punch, round house kick, and leg swoop against your opponents, with some moves being more effective against some opponents and not others. A fun, power-bar based beat-em up.


Curse Of The Azure Bonds - Released in 1989 by Strategic Simulations, Inc.


Curse of the Azure Bonds


The second game in the AD&D Forgotten Realms series, it is one of the best RPGs I have ever played. You construct a party of up to 6 players, using different 'races' and skills eg. Human Cleric, Elf Mage, Dwarf Fighter etc. and you guide them through the Forgotten Realms in search of the bonds. If you have played it, you no doubt would remember the Drow in the castle, the Black Dragons and the Bits O' Moander. Addictive RPG.


Microprose Soccer - Release in 1988 by Microprose


microprose soccer


This was the forerunner to the great football game Sensible Soccer. This game changed the way football games were perceived and still stands up quite well today. It included features never before seen in football games at that time: it was the first game to use 'aftertouch', allowing you to swerve the ball after kicking it; the field view was the bird's eye view, allowing you to plan passing moves and defend more effectively; and it was the first football game to include bad weather!


California Games - Released in 1987 by Epyx


california games


California Games is the fifth in the Games series, and is my favourite. It has six events: Half Pipe, Surfing, Foot Bag, BMX, Roller Skating and Frisbee, that require skill and precision to score high points. Try to tube ride the wave, 720 in the halfpipe, backflip on the BMX and double horseshoe the foot bag for maximum points. An entertaining game for up to eight players at once.


Hardball - Released in 1985 by Accolade


hardball


This was the best baseball game for a long time. Easy gameplay and excellent graphics made this fun for even people who didn't really understand baseball. The game offers a behind the pitcher view which is similar to how you see it on TV. When pitching, you put in the direction indicated to select that type of pitch and this is confirmed with the fire button. You can then select how high/low/wide/inside the pitch goes over the plate. The batter attempts to hit the pitch by pressing the fire button or by pushing right and pressing fire to bunt. Fielding is easy too, just move towards the ball and push in the direction of the base you want to throw to while pressing fire to throw to that base.


IK+ - Released in 1987 by System 3


ik


A karate game with some of the best music, animation and background graphics seen in 8-bits. You start as a white belt and work your way through to yellow, green, purple and finally black. Points are awarded to a fighter who knocks down an opponent with a successful kick or punch - one point for a good hit and two for an exceptional one. Try to score five points before the others, or to score the highest within the 30 second time limit and you progress to the next round. The lowest scorer is eliminated. The player has fourteen different moves accessible via directional movements in conjunction with the fire button. It is this simple gameplay and the exceptional graphics and sound that keep you coming back for more.


Lode Runner - Released in 1983 by Br0derbund


lode runner


My sister will agree with me on this one as this was her favourite game. The concept was simple, challenging and fun. You just run around the levels, climbing ladders and moving across poles with the aim of collecting all the gold. You can dig holes in the ground to make a quick escape or to trap your enemies as they attempt to stop you from completing the level, but don't let them get to close or they will hinder your attempts and you will lose a life. 8-bit gaming at it's best.


Uridium - Released in 1986 by Hewson


uridium


Tremendously addictive and challenging, this sideways scrolling space shoot-em-up is a space game with a difference. The game requires to you destroy as much as possible while seeking the docking point on the opposite side of the level. To get there you will need to dodge various types of missiles and survive the alien attack formations.


About The Machines


Commodore 64 (C64c)


C64


Specifications


  • Year: 1983
  • CPU: MOS 8510 @ 1MHz
  • RAM: 64KB - Cartridge socket for RAM expansion
  • ROM: 20KB
  • Sound: SID 6581 - 3 Voices, 8 bit mono
  • Video: VIC II - 320 x 200 in 16 colours
  • Text Mode: 40 x 25
  • External 170k 5.25" Disk Drive or Tape Drive
  • Required a TV or Commodore Monitor like 1701

Apple IIc


Apple IIc


Specifications


  • Year: 1984
  • CPU: MOS 65C02 @ 1MHz
  • RAM: 128KB - expandable to 1MB
  • ROM: 32KB
  • Sound: Internal Speaker
  • Video: 280 x 192, 590 x 192 (Hi-Res) in 16 colours
  • Text Mode: 40x40 or 80x40
  • Internal 140K 5.25" Disk Drive
  • Shipped with 9" Monochrome monitor

External Links


If you wish to read more these marvelous machines and the games and applications that ran in just 8-bits, take a look at:


Apple IIe/c:


http://apple.duke.net/main.html
http://apple2history.org/


Commodore 64:


http://www.lemon64.com/
http://www.c64.com/


Friday, April 7, 2006

16-bits – Sega Megadrive (Genesis)

While "8-bits" may have changed my life forever, a particular 16-bit console blew my mind. The first time I saw Sonic The Hedgehog on a Sega Megadrive, I was lost for words and have never been the same since. I enjoy this console so much I have collected over 150 game cartridges over time. Here are some of my favourite games on the system:


Sonic The Hedgehog - Released in 1991 by SEGA


Sonic


A fast-paced game with a blue hedgehog (Sonic) and his efforts at preventing the evil Dr. Robotnik from mechanizing the world. The coluorful graphics, catchy theme tunes, and challenging levels makes this probebly my favourite game ever.


Road Rash 2 - Released in 1992 by Electronia Arts (EA)


Road Rash 2


Road Rash 2 is a fast motorcycle road racing game with the added danger of on-bike fighting. Your opponents will use fists, side kicks, chains and crowbars to try to slow you down or knock you off, and you must stay on the road. With all this going on you will still have to dodge the cars and policemen on bikes and finish in the top 3 for prize money. You can return the violence against your opponents if you wish:)


Lemmings - Released in 1992 by Psygnosis


Lemmings


Lemmings are the cute but clueless little people who are known for committing suicide by running off cliffs, down holes and into fires. You have the chance to save them by giving selected Lemmings a special ability, and by using combinations of these abilities you can safely guide the Lemmings through the level..


World Cup 94 - Released in 1994 by US Gold


World Cup 94


Similar to Sensible Soccer, it offers in my opinion much better game speed and controls. You also have the ability to accurately perform set piece plays and curl the ball when shooting for goal. Possibly not the greatest soccer game for the MegaDrive, but definately my favourite.


NBA Jam - Released in 1992 by Sculptured Software/Midway/Acclaim


NBA Jam


Probebly the best known arcade basketball sim that still is great to play even today. Even though this version is different slightly to the arcade version (less players, less graphics/sound effects) it still permitted up to 4 people to play at the one time (with the appropriate adapters of course). Even with those fantastic dunks, the game playability still makes it one of the best basketball sims ever.


Mutant League Football - Released in 1993 by Electronic Arts


Mutant League Football


This is a futuristic depictions of American Football and I still laugh when I play this today. You can kill the referre, blow up players and break their bones while still having to make a touchdown. Great two player fun.


The Punisher - Released in 1994 by Marvel Games


The Punisher


The Punisher is a former Vietnam veteran whose family was murdered in a random and senseless killing. He now devotes his time soley to killing any criminal he comes across. This is one of my favorite 2D slug-em games and I still play this today. You can pick up items like baseball bats, knives and guns to assist him and you can restore health by breaking objects and consuming food.


Castlevania - Bloodlines - Released in 1994 by Konami


Castlevania
You can play one of two vampire hunters as they battle a mysterious countess who is intent on reviving Count Dracula. Many ghouls, bats and undead to destory in your quest. Another fun 2D beat-em up style game.


Prince of Persia - Released in 1993 by Br0derbund/Domark


Prince of Persia


This is possibly one of the most intuitive platform games of its time. You play as a young Arabian hero, you must rescue the sultan's daughter from a forced marriage as she is your true love. The vizer whom she is to marry is aware that you are going to attempt to save her and he imprisioned you inside the deepest dungeon in the palace. You will need to escape, fight guides, dodge traps and solve puzzles before your final encounter with Vizer. Great game still today.


Desert Strike - Released in 1992 by Granite Bay/Electronic Arts


Desert Strike


You are an apache helicopter pilot who is required to engage in campaigns centred around the Gulf war of the early 1990's. You will need to become an expert at air-to-air and air-to-ground combat, and have the ability to control the helicopter during tight situations. It is played from a top-down 2D perspective rather than a cockpit view style of game and is a whole lot of fun to play.


RBI Baseball 93 - Released in 1993 by Atari/Tengen


RBI Baseball 93


An arcade-style baseball game rather than a sim that is fun to play and even better when you have a friend to play against. It has all of the typical baseball options like pitch selection, batting stroke, steal bases and also offers manual or automatic fielding options.


Aladdin - Released in 1993 by Capcom/Disney Software/Virgin Games


Aladdin


Probebly my pick for Disney platform games, you play as Aladdin, who discovers a magical lamp that leads him on all sorts of adventures. Based around the Disney movie, you will need to complete tasks and puzzles to successfully complete this platformer.


Pebble Beach Golf Links - Released in 1994 by T&E Games


Pebble Beach Golf Links


A truly fantastic golfing sim that has a highly detailed course and some excellent background tunes as well. Animation tends to be a tiny bit on the jerky side, and it has the same course-building lag time problem as many of the earlier golf games, but it offers many options that Leaderboard did not have. This is for mine the all-time best Megadrive golf sim.


Shining Force 2 - Released in 1984 by Sonic/Climax/Sega


Shining Force 2


This is where RPGs like Vandal Hearts and Final Fantasy Tactics got their ideas. The first game in the series was great but this is the best RPG on the Megadrive. Based on an entirely new story in which the Shining Force team reunites to deal with a revived King Zeon, the Evil of All Ages. Lots of gameplay hours, heaps of enemies, allies and weapons.


Gauntlet 4 - Released in 1993 by Atari/Tengen


Gauntlet 4


Take your pick of four different warriors - barbarian, valkyrie, elf, and sorcerer - and go toe-to-toe with hordes of evil uglies in the ultimate coin-op dungeon crawler. Bring your friends over and waste a few hours on this classic.


Wimbledon Championship Tennis - Released in 1993 by Sega Sports


Wimbeldon


A great single-or-multiplayer tennis game that is the best available on the Megadrive. The graphics are very good, the animation is smooth, and the sound and gameplay are just perfect for a tennis game. The number of hours I've spent playing this..