The sound that connects Stravinsky to Bruno Mars

The sound that connects Stravinsky to Bruno Mars

I’ll play it again. It’s a sound effect called an orchestra hit. Bruno Mars, he’s the king of nostalgia and he used that effect in “Finesse” to take you back to the 80’s. Take a listen to any pop, dance, or hip hop song in the 80’s or 90’s and you’re gonna hear a version […]
Kendrick Lamar – How Much a Dollar Cost (REACT: Lyric Breakdown)

Kendrick Lamar – How Much a Dollar Cost (REACT: Lyric Breakdown)

♪ (rock music) ♪ – Oh, wow. This sounds like rap. (clears throat) (rapping) “How much a dollar really cost? The question is detrimental, paralyzin’ my thoughts. Parasites in my stomach keep me with a gut feeling, y’all.” – I’m guessing it’s probably like hop hop. – Probably a rapper or something, talking like that. […]
Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

In the main video of part 9, it was explained that memory regions such as ROM and RAM were mirrored across the address space. This addendum will go into more detail on why mirroring exists. While useful in the context of Super Nintendo CPU address space mapping, mirroring is common in other architectures as well. […]
We measured pop music’s falsetto obsession

We measured pop music’s falsetto obsession

This is a chart that has never been seen before. This one hasn’t either nor has this one. None of these have. That because I made them, along with Matt here. My name is Matt Daniels and I’m a journalist at the Pudding, which is a publication for visually led storytelling. Well, mainly Matt made […]
Aretha Franklin’s musical genius in 2 songs

Aretha Franklin’s musical genius in 2 songs

Aretha Franklin is the Queen of Soul – she not only embodied the spirit of Soul in her music but she lived it. Because, very simply, she doesn’t sing soul — she is soul. Soul is rooted in gospel, a genre of music that combines rhythm and blues with church hymns. Aretha was exposed to […]
Controllers – Super Nintendo Entertainment System Features Pt. 08

Controllers – Super Nintendo Entertainment System Features Pt. 08

This video is part 8 in a series about Super Nintendo Entertainment System features. First we’ll look at the controller interface the SNES provides, and look at what it expects from any input devices plugged into it. Then, four examples of input devices will be examined: the normal Joypad, the SNES Mouse, the Multitap, and […]
Memory Mapping – Super Nintendo Entertainment System Features Pt. 09

Memory Mapping – Super Nintendo Entertainment System Features Pt. 09

This video is part 9 in a series about Super Nintendo Entertainment System features. The SNES’s CPU allowed for a 24-bit address space, and here we’ll see exactly how it is used and how each component gets mapped to regions of memory. Afterwords, there will be a brief overview of the interrupt vectors are and […]
Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

This video is part 6 in a series about Super Nintendo Entertainment System features. In this episode we’ll take a slight detour and look at the mechanics of the old Cathode Ray Tube monitor; specifically, the scanning electron beam. Understanding how it works will make it more clear what lag frames are and how and […]
Graphics & Palettes – Super Nintendo Entertainment System Features Pt. 01

Graphics & Palettes – Super Nintendo Entertainment System Features Pt. 01

This video is part 1 in a series about Super Nintendo Entertainment System features. We’ll be introducing the various graphics formats, as well as palettes and how they are used to assign colors to the graphics. Suppose we have an image that we want to store on our console. How can we represent this 2-dimensional […]
SNES Background Modes 0-6 – Super Nintendo Entertainment System Features Pt. 04

SNES Background Modes 0-6 – Super Nintendo Entertainment System Features Pt. 04

This video is part 4 in a series about Super Nintendo Entertainment System Features. This time, we’ll introduce background modes, and discuss the various features of modes 0 through 6. The background mode determines how many background layers are available to use at once, as well as what bit-depth the graphics are in, and which […]