As this challenge name suggests, the goal here is to be retro. Let me explain. Your challenge here is to limit yourself by composing music that is 8bit (music for the NES/Commodore 64 and so on) or 16bit (for Sega game consoles). By the way, I am not limiting you to a DAW here. If you want to use a tracker, go right ahead. Otherwise, if you are going to be using a DAW, I will provide you with some plugins to use.
If you are going to be making 8bit music, I want you to first get an understanding of how 8bit music composing works, at least on the NES. Normally, the NES has 3 main sound chips: 2A03, VRC6, and VRC7. The NES mainly consists of 5 waveforms, or channels, that you can play with: Triangle, White Noise, Pulse Wave (square waves with different duty cycles: 12.5%, 25%, 50%, and 75%), and DPCM, which can play samples. The VRC7 expanded on the capabilities of the NES by adding FM Synthesis, giving composers more leeway to experiment. It is worth noting that the original NES did not have vrc7, only the famicom systems had that, which was basicly like NES in japan, if I am not mistaken Now, here is the limitation with the NES: you were limited to 5 channels, or tracks, if you will. This means that you have to get creative when it comes to managing and using the different channels. You can find more info on the different sound chips at the following links:
Remember how I said I was going to provide you with resources? Well, I am. If you want to try to emulate the NES or other sound chips, here are some plugins you can use:
If you are going to be making 16bit music, I want you to get an understanding of how music composition worked on the Sega systems, particularly the Sega Genesis (or Mega Drive). The main sound chip used was the Yamaha YM2612, which allowed for 6 channels of FM synthesis. This gave composers the ability to create more complex and dynamic sounds compared to 8bit systems. Additionally, the Genesis had a secondary chip, the Texas Instruments SN76489, which provided 3 more channels for simpler waveforms like square waves and noise. The YM2612 was known for its unique and rich sound, capable of producing realistic instruments and expressive soundscapes. The SN76489 added a touch of classic chiptune-style sound, making it possible to blend both modern and retro elements in compositions. Just like with the NES, there were limitations you had to work with. On the Genesis, managing the 6 FM channels and 3 PSG (Programmable Sound Generator) channels meant that composers had to be strategic about how to allocate voices, often using tricks like channel swapping and layering to maximize the sound. You can find more info on the different sound chips at the following links:
For 16bit composition, you can use soundfonts and plugins to replicate the sound of the Sega Genesis: