Frequently Asked Questions

Instrument & Patch Questions

Yes. The instruments follow the limitations of the original NES sound chip, including:

  • The waveforms used to generate the sounds
  • The number of voices (typically limited to one or two, depending on how the instrument would function in a composition)
  • The 15 available volume levels
  • The exact pitch frequencies
  • The speed at which sound parameters can change over time (such as arpeggios, pitch bends, or volume steps)

There are a few minor exceptions. For example, drum kits may allow overlapping voices due to how modern sample-based drum instruments function within their respective samplers.

Yes. All available instrument formats are included in the download.

If you are certain you will not use a specific format, you can safely delete its folder without affecting the samples or other instrument versions. Instrument files are located in the “Instruments” or “Kits” folder, depending on the product.

Most instruments are set to a single voice (mono or solo mode) to reflect the behavior of classic 8-bit sound chips.

If you would like to play multiple notes at once, you can increase the number of voices or switch from mono to poly mode within your sampler, depending on the software you are using.

Yes. Maschine does not support saving sounds with relative sample paths, so each library folder must be added separately to the User Library for the instruments to locate their samples.

If you move a library to a new location on your hard drive, you will need to update the folder path in Maschine and rescan.

If you only plan to use the individual samples and not the instrument patches, this step is not required — you can simply add one main folder that contains all sample subfolders.

Not all samplers offer the same features, so some patches may vary slightly between formats.

For example, Kontakt instruments may include release samples to better match the original sound, while other samplers may not support release samples. Similarly, some platforms allow selective sample looping within a patch, while others do not.

If you have the option, the Kontakt version is recommended, as it includes the most complete implementation of the original instrument behavior.

No. The full version of Kontakt (version 4.1.3 or higher) is required to use the Kontakt instrument patches.

Different sampler programs use different methods to locate samples when loading instrument patches.

The file “Library Instructions.txt” (included with every product) explains the required setup for each format to prevent missing sample errors.

It is also important to keep the original folder structure and file names unchanged, as altering them may result in missing sample warnings.

This is intentional.

Due to hardware limitations of the original sound chip, the highest frequencies could not always be tuned precisely to exact note values. As a result, some high notes were slightly out of tune.

The highest frequency samples reflect this behavior to preserve authenticity.

In most classic NES-era games, the bass sound was generated using a simple triangle wave.

The bass instruments in the “Notes” packs reflect this limitation to remain faithful to the original hardware.

The MPC Software includes a built-in attack fade as part of its volume envelope that cannot be disabled.

While this can help reduce clicks in other samples that are not properly cut, it can sometimes slightly soften the sharp, clicky attack that is characteristic of some 8-bit sounds.

Sample Questions

No. Each product includes individual WAV files that can be used in any DAW or software that supports WAV audio.

Instrument patches are included for several popular sampler platforms, but using them is optional.

The note samples are also labeled with their root key and MIDI note number, making them easy to map into other sampler formats that are not directly supported.

The files are delivered in 24-bit WAV format to ensure modern production compatibility.

However, the sound itself is true to the tonal characteristics and limitations of classic 8-bit hardware. The higher bit depth simply provides cleaner playback and better headroom in today’s workflows.

Yes. All samples in our products are royalty free and may be used in both commercial and non-commercial projects.

However, redistribution of the samples or instruments themselves — whether as standalone files or as part of another sample library or product — is strictly prohibited. See our License Agreement for more details.

Sales Questions

Some payment processors require a billing or shipping address in order to authorize a transaction.

However, all products are delivered digitally. No physical items are shipped.

First, please check your spam or junk folder, as automated emails can sometimes be filtered there.

If you still cannot find the download email, please contact us through the contact page and we will assist you as quickly as possible.

If your original purchase was made recently, a partial discount may be possible in some cases.

Please contact us directly with your order details and we will review your request.

Bundles include the products that are available at the time of purchase.

Products released after your purchase date are not automatically included and must be purchased separately.

Exchange rates fluctuate regularly, and third-party platforms such as Google Shopping may not update pricing instantly.

In most cases, the difference is small and resolves within 24 hours, but short-term variations of a percent or two can occur.

Yes. Discounts are available for educational institutions purchasing 10 or more licenses of a product or bundle.

Please contact us through the contact form with your requirements, and we will provide further details.

Please contact us through the contact form with details about your project so we can discuss the options.

No. We sell audio samples and software sampler instruments only.

No games were sampled in the creation of these products. All sounds were created either:

1. Through waveform and noise synthesis, with precise pitch and volume manipulation that closely matches the behavior of classic hardware sound chips, or
2. By recording acoustic sources (such as drums, percussion, or vocals) and processing them through a playback engine that replicates the audio characteristics of the original hardware.

Other Questions

For a detailed explanation, please visit our page: What Is 8-Bit Sound?

8-bit music focuses on recreating the exact sound and compositional limits of classic console hardware.

Chiptune music uses the same types of sounds but may allow for additional channels, effects, layering, or even instruments depending on the production environment.

Both styles celebrate the character of early game audio, simply with different levels of technical restriction.

No. The demo tracks are provided to showcase how the products sound in a musical context and are not available for download.