MUSIC / GAME BGM / HOW TO

CHIP QUEST

Pick a genre and a scene, then press GENERATE to build a full 8-bit style game BGM in the browser: eight engines (RPG, action, shooter, puzzle, horror, pop, reggae/riddim and dance) with 79 scenes, with seed recall, per-part regeneration, LOCK, piano-roll editing and MIDI/WAV export.

Notes are not placed at random. Each scene composes by rule: tempo range, scale, chord progression, and motif repetition and variation. Regenerate only the parts you dislike, protect the parts you like with LOCK, and reproduce the same song any time from the same seed and settings.

CHIP QUEST interface
CHIP QUEST running in the browser

When this helps

Notes are not placed at random. Each scene composes by rule: tempo range, scale, chord progression, and motif repetition and variation. Regenerate only the parts you dislike, protect the parts you like with LOCK, and reproduce the same song any time from the same seed and settings.

An 8-bit game BGM maker driven by scene rules

CHIP QUEST composes 8-bit style game music from per-scene rules for tempo, scale, harmony and motif development. Regenerate parts, lock what you like, edit the notes and export MIDI or WAV.

First seven steps

  1. Pick a world with GENRE (eight engines) and a scene from the grid. Tapping the selected scene again regenerates it.
  2. Press GENERATE, then listen through with PLAY. The SONG row shows the scene and the chosen STYLE.
  3. Open the settings fold to pin STYLE, PROG, KEY, BPM and LENGTH and lock in a direction.
  4. Regenerate only the parts you dislike, and light up LOCK on anything you want to keep.
  5. Arrange the form in SONG MODE: add, duplicate and reorder sections, or add brand-new material with NEW.
  6. Fix details in the piano roll. Edits apply from the next playback.
  7. Export MIDI or WAV and note the SEED - or copy the share URL to reproduce the exact state.

Basic controls

GENRE / SCENE

Eight engines and 79 scenes: RPG (24 scenes from overture and field to Japanese shrine, desert, raga, dancer, pharaoh and flashback), ACTION (10), SHOOTER (9), PUZZLE (7), HORROR (8), POP (6), RIDDIM (4) and DANCE (11). Every scene composes with its own tempo range, scale pool, progressions, rhythm density and drum style, and section length follows the progression: 4, 8 or 12 bars.

STYLE

Pins a scene variant: BATTLE's RUSH/GALLOP/PRESSURE, BOSS's COLOSSAL/DREAD/SIEGE, and so on. AUTO lets the seed choose; picking a name locks it.

PROG / DEGREES

Chord progression selection: AXIS, Royal Road, Komuro, Canon, a 12-bar blues, Marusa (Just the Two of Us, with its III7 color) and more. Bright progressions steer the scale to the major side. CUSTOM accepts 2-16 degrees (1-7) and its length becomes the bar count.

KEY / BPM / LENGTH

Changing KEY transposes the same song. BPM applies instantly without regenerating. LENGTH sets the skeleton: SHORT is one section, MEDIUM is A-A'-B-A, LONG grows to A-A'-B-A-C-A'.

SEED

The seed drives generation: same seed and settings, same song. Reroll with the dice, copy it, or use COPY URL to share the entire state including manual edits.

RUDE

How much music theory to ignore. 0% keeps chord tones on strong beats and resolves cadences; around 30% beats start slipping; at 60% out-of-scale notes and unresolved endings creep in; 100% even swaps chords without asking. The value travels in the share URL.

REGENERATE

Rebuild MELODY, HARMONY, BASS, DRUM or DPCM separately. Regenerating the bass does not move a single melody note. Only a HARMONY regenerate makes melody and bass re-derive to follow the new chords.

LOCK

Six locks - KEY, BPM, CHORD, MELODY, BASS, DRUM. Locked elements survive GENERATE, so you can keep a bass you love and gamble everything else.

SONG MODE

Arrange the form: +ADD inserts a section (NEW generates fresh material D-H), DUP duplicates, DEL removes, arrows reorder, up to 12 sections. LOOP makes playback loop from the selected section, so the head plays once as an intro. The arrangement travels in the share URL and project file.

PIANO ROLL

Switch tracks with the tabs. Click to add, drag to move, drag the right edge for length, double-click or Delete to remove, slider for velocity. GRID goes 1/4 to 1/32. NOISE and DPCM show as drum lanes. Edits apply from the next playback.

MIXER / SOUND

Each track has VOL, PAN, MUTE and SOLO. DUTY is the pulse width: 12.5% is thin and reedy, 50% is the fat square. AUTO uses each scene's own setting.

DUB MODE

BARZINE's own echo chamber with a send per track. TIME is the echo spacing, FEEDBACK the repeats, FILTER the darkness of the returns, REVERB the tail. If every SEND is at zero nothing happens - raise PULSE 1's send first.

EXPORT

MIDI exports five tracks (PULSE 1/2, TRIANGLE, NOISE, DPCM) with tempo and swing. WAV renders the mix, STEMS renders five separate files, PROJECT saves the complete state as JSON and LOAD PROJECT restores it fully.

RIDDIM ENGINE

The four reggae-style scenes are all generated from rules, with per-scene swing. The seven scenes transcribed from real riddims, such as SLENG TENG, have moved to RIDDIM MACHINE.

Scene catalog: RPG (24)

OVERTURE OF HOPE is a bright fanfare (MARCH, SUNRISE or BRAVE); WISTFUL JOURNEY sings in minor over a dance rhythm; MIST WORLD falls through a quiet flashback; ROMANI DANCE bounces with ornaments; SKY BATTLE runs on sixteenth arpeggios; FIELD pushes forward; TOWN rests; VILLAGE keeps notes scarce; CASTLE holds solemn pedals; DUNGEON leans on semitones and rests; NIGHT CITY is melancholic four-on-the-floor; MEMORIES is a flashback; SHRINE uses real Japanese scales; DESERT rides a caravan; RAGA drones with ornaments; DANCER whirls in harmonic minor (WHIRL, VEIL or FIESTA); PHARAOH contrasts low growls and high cries; ISLAND covers one drop, ska and dub; BATTLE sprints; BOSS BATTLE is vast and fearsome; FINAL BOSS opens with an intro; VICTORY and GAME OVER are jingles; ENDING shifts with MOOD.

Scene catalog: ACTION / SHOOTER

ACTION: STAGE 1 (TURBO runs or CAVERN depths), crystalline ICE STAGE, stop-and-go STEALTH, machine-like FACTORY, floating SKY STAGE, ostinato UNDERGROUND, swaying WATER ZONE, BOSS RUSH, and STAGE CLEAR / MISS jingles. SHOOTER: launching LAUNCH, spacious STAR CRUISE, hard-hitting AMBUSH, sixteenth-note EVACUATION, syncopated ASTEROID BELT, quiet NEBULA, war-march WARNING, register-contrast FINAL ZONE, and an AREA CLEAR jingle.

Scene catalog: PUZZLE / HORROR

PUZZLE: bouncing THINKING, slow COFFEE BREAK, springy CHAIN REACTION, ticking TIME ATTACK, accelerating SPEED UP, four-on-the-floor VS MODE, LEVEL CLEAR jingle. HORROR: hushed MANSION, droning INVESTIGATION, uneasy DOLL HOUSE, heavy NIGHTMARE, chromatic CHASE, brief relief in SAFE ROOM, drum-and-exotic-scale RITUAL, and the descending DEAD END jingle.

Scene catalog: POP (6)

OPENING sprints like a theme song (ANISON adds 16th runs); IDOL is four-on-the-floor royal-road pop; CITY POP leans Marusa-noir (NIGHT DRIVE / RAIN); EUROBEAT rides an octave bass at speed; KAWAII bounces; BALLAD is where the Canon progression shines, with a register-contrast FINALE. The progression library works hardest here.

Scene catalog: RIDDIM (4)

ONE DROP YARD drops kick and snare on beat three; STEPPERS is four-on-the-floor reggae; SKA PARK sprints on upbeats; DUB CHAMBER subtracts, made for DUB MODE.

Scene catalog: DANCE (11)

Dance-music grammar played on 8-bit sound. HOUSE: four-on-the-floor and seventh stabs. TECHNO: sixteenth hats and one looping phrase. DISCO: octave-hopping bass. EUROBEAT: bouncing bass and fast arpeggios. FUNK: ghost notes and a bass that bounces on rests. BOOM BAP: heavy kicks and swing. 2-STEP: skipping kicks and a sixteenth swing. JUNGLE: a fast break over a long bass. JERSEY CLUB: the five-hit kick. DANCEHALL: a 3+3+2 kick. DUBSTEP: snare on three and a wobbling bass. In most scenes B is a breakdown that strips back and builds, and the next A drops back in.

Practical setups

Dial in a battle theme

Pin STYLE to RUSH on BATTLE and generate a few times. When a bass lands, LOCK it and regenerate only the melody.

A full form with an intro

Generate at MEDIUM, add a NEW section in SONG MODE, move it to the front and set LOOP on section two. The head plays once, the rest loops.

Marusa night city

Choose NIGHT CITY and pin PROG to MARUSA. The second chord brings the out-of-scale color; around 115 BPM it gets properly nocturnal.

Japanese horror

Generate SHRINE's MIYABI, then raise RUDE to just 30%. A little unease seeps into the courtly ritsu scale.

8-bit dub

Pick DUB CHAMBER, switch DUB MODE on, raise PULSE 1's send to 70%, FEEDBACK 50%, FILTER 1200Hz. The empty space fills with echo.

Into your DAW

Export MIDI and assign instruments per track. NOISE and DPCM use drum notes (hat 42, snare 38, kick 36), so route them to a drum instrument.

How to gamble well

Instead of hammering GENERATE, LOCK each element you like and reroll the rest. When it lands, COPY the seed and the share URL. UNDO always steps back.

Save and export

MIDI carries five tracks (PULSE 1 lead, PULSE 2 harmony, TRIANGLE bass, NOISE and DPCM as drum notes) with tempo and swing - assign instruments in your DAW. WAV renders exactly what you hear, STEMS renders the five tracks separately, and PROJECT saves the full state, edits and arrangement included. COPY URL reproduces the same state for anyone who opens it.

What this tool does not do

  • This tool focuses on one sound or pattern task rather than final mixing.
  • Keep output level conservative before pushing feedback, drive or repeated effects.

FAQ

Is it free?
CHIP QUEST is free to use in the browser.
Do I need to install anything?
No. Open the tool in a current browser to start.
Can I save or export the result?
MIDI carries five tracks (PULSE 1 lead, PULSE 2 harmony, TRIANGLE bass, NOISE and DPCM as drum notes) with tempo and swing - assign instruments in your DAW. WAV renders exactly what you hear, STEMS renders the five tracks separately, and PROJECT saves the full state, edits and arrangement included. COPY URL reproduces the same state for anyone who opens it.
What should I try first if it does not work?
If there is no sound, press PLAY again to unlock browser audio.

Troubleshooting

  • If there is no sound, press PLAY again to unlock browser audio.
  • If you cannot return to a song, check scene, STYLE, LENGTH and RUDE as well as the SEED - COPY URL or a PROJECT save is the reliable way.
  • If results change too much, LOCK KEY and CHORD before pressing GENERATE.
  • If DUB MODE seems to do nothing, check that the track SENDs are not at zero.
  • A silent exported MIDI is normal: MIDI carries no sounds, so assign instruments in your DAW.
  • If a piano-roll edit is not audible, STOP and play again - edits apply from the next playback.
  • Fine note editing is difficult on phones; a computer is recommended.

Next tools

OPEN CHIP QUEST

Start from one preset or one pattern, then adjust only the part you can hear changing.

OPEN TOOL →