Press ROLL and you get an original 8-bit loop. Twenty-five moods, 58 to 158 beats per minute, six time signatures — a funeral march in 4/4, a dungeon in 6/8, a blues shuffle in 12/8, a bossa nova, a samba, a reggae one drop, a ragtime stride, a gamelan, a 2/4 fairground galop, a victory fanfare. Switch on the endless playlist and it keeps rolling like a station; turn moods off in Settings and it holds one style. Nothing is fetched and nothing is sampled — the sound is a 2A03 rebuilt in the browser: two pulse channels with honest 12.5, 25 and 50 percent duty cycles, a triangle carrying the bass, and one noise channel doing the kit.
Each roll composes one short figure, then states it, moves it, turns it upside down and brings it back — so the loop has a tune in it rather than a stream of plausible notes. The chords are chosen after the tune exists, to fit it. Four voices, and they trade jobs: sometimes the triangle takes the melody, sometimes a phrase drops to one instrument, sometimes the second pulse answers the first instead of backing it.
Those figures are arranged into sections rather than looped flat. An intro comes in on one voice, the verse states the hook, the chorus lifts it and brings everyone in, the bridge hands it to the triangle over a chord that has moved, and the outro lands and holds. Every section asks a phrase and answers it, so a roll gets somewhere instead of circling. The label on the cassette prints the map, the key, the tempo and the time signature for whatever just rolled.
The exports are built for a game engine rather than for a listening session. The WAV is trimmed to the exact sample where the loop restarts, with its own ring-out folded back onto the head, and it carries loop-point metadata that Unity, Godot and RPG Maker read. MIDI gives you all four channels as editable tracks. Stems give you each voice as its own file.