Relive the reverb of the 90s video game generation.
The signature reverbs of countless legendary SNES, N64, and PSX games.
One-click, game-accurate presets, plus hardcore customizable Geek Modes.
Instantly transport any sounds right into the universes of your favorite classic games.
Add unique flavor to lo-fi productions, EDM, digifu, or anything needing a retro feel.
Retro Goodness, DSP Perfection.
The Super Nintendo Entertainment System (SNES), Nintendo 64 (N64), and original Sony PlayStation (PSX) are home to some of the most beloved video game soundtracks of all time. Their programmers had to use clever tricks and strategies to create lush reverb on very limited hardware, using special algorithms, filters, and delays designed to take as little CPU as possible.
With GameVerb, these ingenious reverb algorithms have been not just emulated, but fully recreated in modern code, giving you the exact sound and control that composers and sound designers of the era had… just a lot more convenient.
Super Nintendo.
The classic delay of the SNES. Choose from dozens of presets that give you the sound of some of the most iconic SNES franchises like Mario, Mega Man X, Donkey Kong Country, and Final Fantasy. Dial in the intensity you want with the time, feedback, and channel controls. For even greater control, enter SNES Geek Mode and use the sliders to control the FIR settings, the element that defined the sound of so many iconic SNES soundtracks and songs.
PlayStation.
Nine classic reverbs from the PSX, each with its own unique character: Room, Studio Small, Studio Medium, Studio Large, Hall, Space Echo, Echo, Delay, and Half Echo. Use the size, feedback, damping, and width controls to have the reverb sit just right in your mix.
Nintendo 64.
Nintendo’s 64-bit powerhouse didn’t have its own reverb per se. Instead, it provided building blocks that developers used to create their own reverb.
To this end, we’ve included three modes. Mode 1 is a delay-line reverb used by many first-party EAD games like Ocarina of Time, Super Mario 64, and Mario Kart 64, among others. Mode 2 utilizes comb filters to recreate the reverbs for over 100 classic games, including Mario Party 3, Super Smash Bros., Donkey Kong 64, Banjo-Kazooie, and Kirby 64: The Crystal Shards. The third mode, unique to GameVerb, runs the two classic modes in series.
Tweak the presets or create your own sound using the time, feedback, damping and comb output controls. You can also jump into N64 Geek Mode and edit the comb filter parameters down to the last detail.
Explore GameVerb
5 stereo modes: Stereo, Mono Left, Mono Right, Mono Sum, Mid
Global (plugin-level) presets
A/B plugin states and one-button switching
Global bypass
Dry & Wet knobs with optional inverse link control and lock (preventing Dry/Wet from changing with presets)
Pre-processing and post-processing LP filters
Sample rate reduction: 11k, 22k, 32k, 44.1k, all with optional anti-aliasing
SNES-style bit rate reduction (BRR) with 5 modes plus Adaptive mode
Output trim
What people are saying about GameVerb
“It really does give that video game vibe. … This is sick. It’s actually so cool. I can’t believe you can just get the coding from actual games.”
“Man, I love this plugin. This is nostalgic vibes all ’round. How did they do this?”
“Kudos to Impact Soundworks for this freakin’ amazing and nostalgic sounding reverb plugin. Who knew you could have so much fun with a reverb plugin?”
“Faithful, authentic recreation of all three reverb algorithms, all bundled into one very lightweight plugin. There’s a wealth of presets, many of which are taken from the games we love. There’s near-infinite customizability. Low system requirements – I actually ran a benchmark where I had 20 instances of GameVerb open and running at the same time and I barely broke 2 gigs of RAM. Additional functions like sample rate and bit-rate reductions to really push your music closer to the realm of authenticity. … ultimately, this is getting two thumbs up.”
“This is a VST that offers you the ability to run the actual algorithms in real time, with easy access to the algorithms’ parameters via a few dials. The core thing to get across here is that this is not just a bunch of static impulse responses, this is a true emulation.”
“I think this thing’s pretty cool. As you can tell, I gravitate more toward the PSX reverb and delays in here, but you may find the SNES or N64 options more compelling. I think having three consoles to choose from gives this a lot of utility, and the fact that they put so much work into emulating the actual algorithms from these machines into a modern package is outstanding.”
Lo-fi Sculpting Control.
Expanded global capabilities let you quickly and easily dive further into a vintage, retro sound.
Bring more dust and grit to your sound by lowering the sample rate or using one of the five modes of the Bit Rate Reduction filter. The BRR filters were originally found only on the SNES, but we made them global for you to use with the PSX and N64 reverbs as well.
Control how much of the sound gets affected with separate (but also linkable) dry and wet controls and color it with pre- and post- low pass filters.
Created With Love.
The team behind GameVerb grew up playing games on these three consoles. Did we need to include every obscure quirk and parameter of these wonderful systems? No. But we did it anyway.
This standalone effects plugin is eligible for a 14-day money back guarantee!
Please note that this does not apply to our Kontakt instruments.
- King Turtle Boss Koji Kondo (Arranged by DanFourts)
- Aurelia's Ascent (PSX Hall) Fredrik Häthén
- 117 FX DanFourts
- Strings Glocken - SNES Secret of Mana Dry-Wet Andrew Aversa
- Breakbeat - N64 GoldenEye 007 Dry-Wet Andrew Aversa
- Dance Beat - SNES Final Fantasy IV Dry-Wet Andrew Aversa
- Harp - PSX Hall Dry-Wet Andrew Aversa
- Arp Pluck - N64 Banjo Tooie Dry-Wet Andrew Aversa
- Techno - PSX Small Studio Dry-Wet Andrew Aversa
- Electric Piano - N64 Wonder Project J2 Dry-Wet Andrew Aversa
- The End (SNES Star Ocean) Andreas Wimmer
- Nitrogen DanFourts
- Entering Void SeanSecret
- PSX Piano Interlude Michael Hoffmann
- Shrine Maze Kaedalus
- Investigation Nexus DanFourts
- Village Festival 64 Hew Wagner
- Low Voltage When It's Hot Matias Dapena | Titanio Studios
- Anno C64 (PSX Studio Medium) Andreas Wimmer
- Arcade (PSX Studio Small) Andreas Wimmer
- Bass (PSX Studio Large) Andreas Wimmer
- Exotic Pikes (PSX Echo) Andreas Wimmer
- Octavian (N64 Mission Impossible) Andreas Wimmer
- Run Away (N64 All Star Baseball) Andreas Wimmer
- Synthy Brass (PSX Studio Large) Andreas Wimmer
- Weapons (SNES Prince Of Persia II) Andreas Wimmer
- King Turtle Boss (No GameVerb) Koji Kondo (Arranged by DanFourts)
- Aurelia's Ascent (No GameVerb) Fredrik Häthén
- 117 FX (No GameVerb) DanFourts
- The End (No GameVerb) Andreas Wimmer
- Nitrogen ((No GameVerb) DanFourts
- Entering Void (No GameVerb) SeanSecret
- PSX Piano Interlude (No GameVerb) Michael Hoffmann
- Shrine Maze (No GameVerb) Kaedalus
- Investigation Nexus (No GameVerb) DanFourts
- Village Festival 64 (No GameVerb) Hew Wagner
- Low Voltage When It's Hot (No GameVerb) Matias Dapena | Titanio Studios
- Anno C64 (No GameVerb) Andreas Wimmer
- Arcade (No GameVerb) Andreas Wimmer
- Bass (No GameVerb) Andreas Wimmer
- Exotic Pikes (No GameVerb) Andreas Wimmer
- Octavian (No GameVerb) Andreas Wimmer
- Run Away (No GameVerb) Andreas Wimmer
- Synthy Brass (No GameVerb) Andreas Wimmer
- Weapons (No GameVerb) Andreas Wimmer