Additional Libraries
Impact Soundworks Super Audio Cart 2 v1.0.4 [KONTAKT]

P2P | 07 February 2026 | 8.48 GB
The legendary 8-bit, 16-bit, and 32-bit/64-bit eras of gaming in sample library form.
Exhaustively sampled from 19 distinctive consoles, handhelds, and sound chips.
The first library EVER to delve into platforms like the Nintendo 64, SampleCell II, and PlayStation.
Over 6,000 authentic sound sources, from simple waves to timeless acoustic PCM samples.
Customize, tweak, and transform sounds with a massively powerful synth engine.
The ultimate compendium of video game musical history.
From the Atari 2600 (1977) to the Game Boy Advance (2001), Super Audio Cart 2 encompasses multiple generations of legendary audio hardware - even obscure chips such as the VRC6 (a Japan-only add-on to the Famicom), SampleCell II (a hardware-based sound card), and the MSX Home Computer.
Far beyond mere pulse waves, bleeps, and bloops - although it has plenty of those, too! - Super Audio Cart 2 includes virtually any instrument you can imagine, taken straight from the worlds of your favorite games and systems.
100% authentic and royalty-free.
Many of the included systems used PCM sample playback rather than pure synthesis. We did not 'rip' samples from existing games; we spent years painstakingly recreating thousands of classic sounds from scratch using our own sample catalog and careful editing. Where applicable, these sounds were then played back directly from the original hardware for maximum authenticity.
In other words, the sounds in Super Audio Cart 2 are as close as possible to the sounds you remember from your favorite retro games, without any need to worry about copyright infringement or royalties.
Our dream ROMpler comes to life.
Systems like the Nintendo 64 and original PlayStation could play full audio tracks, rather than individual samples. In this era, composers used gear like the Roland JV-1080 and SC-88, Korg M1, Akai S1000, E-mu Proteus, and many others, which were then colored by playback on the consoles themselves to create the distinctive (and now nostalgic) music of this generation.
We followed a similar process to ensure that Super Audio Cart 2 was equal parts authentic and usable. But rather than merely 'ripping' sounds from these hardware units, we took an insanely difficult (but much more versatile) path: we created our own virtual dream hardware with its own “Impact Factory Library” (IFL).
The IFL covers all General MIDI sounds and much more, just like the hardware that inspired it. We recorded and edited samples to match the style of a mid-90s sampler.. and then re-sampled them for the N64, PSX, SNES, and GBA, exactly as would have happened for video game music at the time - thus giving us the highest possible authenticity.
These are sounds you've never heard before. And yet they will seem immediately nostalgic if you've played games from that era or used classic MIDI hardware from the '80s to the '90s!
Created by game music fanatics.
Every developer who worked on Super Audio Cart 2 has a deep connection to video game soundtracks. Over the years, we have arranged video game music, studied it, owned an array of consoles and MIDI hardware, and written our own retro-inspired game soundtracks. We are obsessive perfectionists, especially about things we care about, and we care a lot about video game music.
Simply put, this is our ultimate passion project, a true labor of love. It's everything great about the original Super Audio Cart and its later expansion Super Audio Cart PC, plus so much more.
Overall Features
- Four layer power synth architecture
- Independent settings for every layer, including arpeggiator and sequencer
- Intelligent sound browser
- Extensive performance configurations, including synth legato and portamento
- Eight macro knobs and two XY pads
- Four channel Console FX rack plus master channel, over 40 effects modules
- MODRIX with unlimited sound design and performance design capabilities
Layer Sound Features
- Pitch bend range, keyboard trigger range, and velocity range – useful for multi and split patches
- Mono, legato, portamento, fingered, constant time, and fixed pitch modes
- Adjustable velocity to volume, filter cutoff, and pitch envelope
- Amplitude envelope with optional gate (fixed length)
- Dedicated filter and pitch envelopes
- Over 30 filter models, including Moog, Oberheim, and various other types
- Five vibrato waveforms with optional fade-in
Layer Arpeggiator Features
- Two modes: arpeggiator (alternates between held notes) and sequencer (generates patterns based on held notes)
- Up to 32 steps, speeds of 1/128 beat to 1 measure per step, or 10ms to 1s per step
- Optional DAW grid sync (play only on specified beats or subdivisions)
- Volume, panning, and note length tables
- Modulator table driven by MODRIX
- WAVE table available for 8-bit systems (switch waveforms per step)
- Up to 4 octaves, swing control, 8 note playback orders
- Macro options (disable/enable all steps, gallop, tie all steps/every other etc.)
- Three loop end behaviors: loop, stop (one-shot playback), hold (holds final note)
Modrix Features
- 13 core modulator types: envelope, LFO, stepper, velocity, keyswitch, MIDI CC, velocity range, key range, CC range, pitch bend, aftertouch, random, arp mod table
- 8 assignable macro knobs and 2 XY pads
- Route to virtually any per-layer parameter (other than arp), plus any instantiated FX parameter
- Edit per-routing base values, mod depth, and curvature in a single view
- 'Bounded' modulation toggle to intelligently scale mod range
- Additive or multiplicative modes when multiple mods are routed to the same destination
- LFO retrigger, unipolar/bipolar toggle, free or DAW sync, phase, rectify, 7 waveforms, quantization from zero to extreme stepped
- ADHSR envelopes with independent curvature for attack, decay, release
FX Section Features
- 8 FX slots per layer, 8 main insert slots, 8 main send slots
- Per-channel mute, solo, volume, presets, panning, output routing
- Analog and Parametric EQ
- Four compressors, transient designer, two limiters
- Three chorus/vibrato, two phasers, two flangers, rotator cab, wah pedal
- Ring modulator and Freak modulator
- Two fuzz pedals, three distortions, two saturator (normal & tape), wow & flutter
- Simple lo-fi and advanced Bite lo-fi modules with bit depth, jitter, sample rate, dither, expansion, saturation, etc.
- Five guitar amp models
- IR-based guitar cabinet loader
- Reverbs: Raum, Convolution, Galois, Plate, Legacy, SNESVerb
- Delays: Simple, PsycheDelay (pitched and reverse), Replika (multimode including tape), Twin Delay
- Stereo modeler and stereo tune
home page
Exhaustively sampled from 19 distinctive consoles, handhelds, and sound chips.
The first library EVER to delve into platforms like the Nintendo 64, SampleCell II, and PlayStation.
Over 6,000 authentic sound sources, from simple waves to timeless acoustic PCM samples.
Customize, tweak, and transform sounds with a massively powerful synth engine.
The ultimate compendium of video game musical history.
From the Atari 2600 (1977) to the Game Boy Advance (2001), Super Audio Cart 2 encompasses multiple generations of legendary audio hardware - even obscure chips such as the VRC6 (a Japan-only add-on to the Famicom), SampleCell II (a hardware-based sound card), and the MSX Home Computer.
Far beyond mere pulse waves, bleeps, and bloops - although it has plenty of those, too! - Super Audio Cart 2 includes virtually any instrument you can imagine, taken straight from the worlds of your favorite games and systems.
100% authentic and royalty-free.
Many of the included systems used PCM sample playback rather than pure synthesis. We did not 'rip' samples from existing games; we spent years painstakingly recreating thousands of classic sounds from scratch using our own sample catalog and careful editing. Where applicable, these sounds were then played back directly from the original hardware for maximum authenticity.
In other words, the sounds in Super Audio Cart 2 are as close as possible to the sounds you remember from your favorite retro games, without any need to worry about copyright infringement or royalties.
Our dream ROMpler comes to life.
Systems like the Nintendo 64 and original PlayStation could play full audio tracks, rather than individual samples. In this era, composers used gear like the Roland JV-1080 and SC-88, Korg M1, Akai S1000, E-mu Proteus, and many others, which were then colored by playback on the consoles themselves to create the distinctive (and now nostalgic) music of this generation.
We followed a similar process to ensure that Super Audio Cart 2 was equal parts authentic and usable. But rather than merely 'ripping' sounds from these hardware units, we took an insanely difficult (but much more versatile) path: we created our own virtual dream hardware with its own “Impact Factory Library” (IFL).
The IFL covers all General MIDI sounds and much more, just like the hardware that inspired it. We recorded and edited samples to match the style of a mid-90s sampler.. and then re-sampled them for the N64, PSX, SNES, and GBA, exactly as would have happened for video game music at the time - thus giving us the highest possible authenticity.
These are sounds you've never heard before. And yet they will seem immediately nostalgic if you've played games from that era or used classic MIDI hardware from the '80s to the '90s!
Created by game music fanatics.
Every developer who worked on Super Audio Cart 2 has a deep connection to video game soundtracks. Over the years, we have arranged video game music, studied it, owned an array of consoles and MIDI hardware, and written our own retro-inspired game soundtracks. We are obsessive perfectionists, especially about things we care about, and we care a lot about video game music.
Simply put, this is our ultimate passion project, a true labor of love. It's everything great about the original Super Audio Cart and its later expansion Super Audio Cart PC, plus so much more.
Overall Features
- Four layer power synth architecture
- Independent settings for every layer, including arpeggiator and sequencer
- Intelligent sound browser
- Extensive performance configurations, including synth legato and portamento
- Eight macro knobs and two XY pads
- Four channel Console FX rack plus master channel, over 40 effects modules
- MODRIX with unlimited sound design and performance design capabilities
Layer Sound Features
- Pitch bend range, keyboard trigger range, and velocity range – useful for multi and split patches
- Mono, legato, portamento, fingered, constant time, and fixed pitch modes
- Adjustable velocity to volume, filter cutoff, and pitch envelope
- Amplitude envelope with optional gate (fixed length)
- Dedicated filter and pitch envelopes
- Over 30 filter models, including Moog, Oberheim, and various other types
- Five vibrato waveforms with optional fade-in
Layer Arpeggiator Features
- Two modes: arpeggiator (alternates between held notes) and sequencer (generates patterns based on held notes)
- Up to 32 steps, speeds of 1/128 beat to 1 measure per step, or 10ms to 1s per step
- Optional DAW grid sync (play only on specified beats or subdivisions)
- Volume, panning, and note length tables
- Modulator table driven by MODRIX
- WAVE table available for 8-bit systems (switch waveforms per step)
- Up to 4 octaves, swing control, 8 note playback orders
- Macro options (disable/enable all steps, gallop, tie all steps/every other etc.)
- Three loop end behaviors: loop, stop (one-shot playback), hold (holds final note)
Modrix Features
- 13 core modulator types: envelope, LFO, stepper, velocity, keyswitch, MIDI CC, velocity range, key range, CC range, pitch bend, aftertouch, random, arp mod table
- 8 assignable macro knobs and 2 XY pads
- Route to virtually any per-layer parameter (other than arp), plus any instantiated FX parameter
- Edit per-routing base values, mod depth, and curvature in a single view
- 'Bounded' modulation toggle to intelligently scale mod range
- Additive or multiplicative modes when multiple mods are routed to the same destination
- LFO retrigger, unipolar/bipolar toggle, free or DAW sync, phase, rectify, 7 waveforms, quantization from zero to extreme stepped
- ADHSR envelopes with independent curvature for attack, decay, release
FX Section Features
- 8 FX slots per layer, 8 main insert slots, 8 main send slots
- Per-channel mute, solo, volume, presets, panning, output routing
- Analog and Parametric EQ
- Four compressors, transient designer, two limiters
- Three chorus/vibrato, two phasers, two flangers, rotator cab, wah pedal
- Ring modulator and Freak modulator
- Two fuzz pedals, three distortions, two saturator (normal & tape), wow & flutter
- Simple lo-fi and advanced Bite lo-fi modules with bit depth, jitter, sample rate, dither, expansion, saturation, etc.
- Five guitar amp models
- IR-based guitar cabinet loader
- Reverbs: Raum, Convolution, Galois, Plate, Legacy, SNESVerb
- Delays: Simple, PsycheDelay (pitched and reverse), Replika (multimode including tape), Twin Delay
- Stereo modeler and stereo tune
Version 1.0.4
- Fixed timing of MIDI note playback
- Further tuning fixes on 115 samples across GBA, N64, PSX and SNES soundsources
NOTE: To take advantage of the tuning fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
Version 1.0.3
- Octave offset and tuning fixes for the following soundsources: GBA (Round Synth Piano, Altera DreamX7, Altera Sweet DreamX7, Antique Cymbal), N64 (EP 2, Celeste, Antique Cymbal), PSX (Celeste, Antique Cymbal, Crotales), SNES (Glockenspiel A SAC1, Glockenspiel B SAC1)
- Fixed an issue where individual layer routings were incorrectly summing together and syncing to the same value regardless of settings or modulator source.
NOTE: To take advantage of the tuning and octave offset fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
Version 1.0.2
Fixed an issue where mod matrix routings to Console targets would be deleted on snapshot load.
Version 1.0.1
- Various tuning and loop point fixes
- Consistent pitch of tonal soundsources when playing middle C
- Adjusted tagging and names of a number of soundsources
- Reorganized the snapshots to match the adjusted soundsource category tags and names
- Sorting of soundsource names in the browser is now improved (case-sensitivity removed)
- N64 snapshots now load with Bite effect to emulate the DAC
- Use full console names in the browser result list when no console tags are selected
- PSX soundsources Alien Lights, Echo Drops, Echoes, Galaxy Station, Noise Seq 1, Noise Seq 2, Warm Rain, Noise Sweep, Soft Pluck, Wineglass, Glass Pad, Heavy Metal Impact, Metal Pad, Halo Pad, Vox Sweep, Fire Darts and Lament Sweep are now playing correct samples (compared to their GBA, N64 and SNES counterparts)
NOTE #1: To take advantage of the tuning, loop point and consistent middle C pitch fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
NOTE #2: Maschine, Komplete Kontrol and Kontakt browsers need to be manually refreshed to take into account the reorganized snapshot structure!
- Fixed timing of MIDI note playback
- Further tuning fixes on 115 samples across GBA, N64, PSX and SNES soundsources
NOTE: To take advantage of the tuning fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
Version 1.0.3
- Octave offset and tuning fixes for the following soundsources: GBA (Round Synth Piano, Altera DreamX7, Altera Sweet DreamX7, Antique Cymbal), N64 (EP 2, Celeste, Antique Cymbal), PSX (Celeste, Antique Cymbal, Crotales), SNES (Glockenspiel A SAC1, Glockenspiel B SAC1)
- Fixed an issue where individual layer routings were incorrectly summing together and syncing to the same value regardless of settings or modulator source.
NOTE: To take advantage of the tuning and octave offset fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
Version 1.0.2
Fixed an issue where mod matrix routings to Console targets would be deleted on snapshot load.
Version 1.0.1
- Various tuning and loop point fixes
- Consistent pitch of tonal soundsources when playing middle C
- Adjusted tagging and names of a number of soundsources
- Reorganized the snapshots to match the adjusted soundsource category tags and names
- Sorting of soundsource names in the browser is now improved (case-sensitivity removed)
- N64 snapshots now load with Bite effect to emulate the DAC
- Use full console names in the browser result list when no console tags are selected
- PSX soundsources Alien Lights, Echo Drops, Echoes, Galaxy Station, Noise Seq 1, Noise Seq 2, Warm Rain, Noise Sweep, Soft Pluck, Wineglass, Glass Pad, Heavy Metal Impact, Metal Pad, Halo Pad, Vox Sweep, Fire Darts and Lament Sweep are now playing correct samples (compared to their GBA, N64 and SNES counterparts)
NOTE #1: To take advantage of the tuning, loop point and consistent middle C pitch fixes in existing DAW projects, the instrument needs to be loaded again in Kontakt!
NOTE #2: Maschine, Komplete Kontrol and Kontakt browsers need to be manually refreshed to take into account the reorganized snapshot structure!
Requires Native Instruments Kontakt Player or Kontakt FULL v7.10.9 and higher!
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