I thought Sonic Spinball sounded not too bad. I can't remember which system I played it on (PC Sega Smash Pack 2 maybe?), but I played a lot of Sonic Spinball as a kid. Must be nostalgia that's clouding my judgment. :confused:
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I thought Sonic Spinball sounded not too bad. I can't remember which system I played it on (PC Sega Smash Pack 2 maybe?), but I played a lot of Sonic Spinball as a kid. Must be nostalgia that's clouding my judgment. :confused:
I don't think it's that bad either, it's got that GEMS sound to it of course, but the compositions on the whole are OK from what I've heard.
Compositions rarely are the problem. It's usually that GEMS sound. It's at its worse in combination with a couple of poor instrument choices.
The most excellent usage of GEMS I've experienced would be Dune II. Of course Tommy Tallerico usually did a fantastic job as well. And I think Novotrade's games use a sound driver that's remarkably similar to GEMS. If that is the case, Ecco 2: Tides of Time is probably the most impressive work using a GEMS derived sound driver.
I think the music in SSF2 is quite excellent! Here are some model 1 recordings: http://www.megaupload.com/?d=PLGB87XL
Sonic Spinball always sounded fine to me. I'm a bit surprised by how much hate the music gets here as well as the game itself. At the very least, the music is very befitting to the game (in before someone says "yeah, the shitty quality music totally befits the shitty quality game").
Sonic eraser wins by far end of story (ears begin to bleed)
Just because Novatrade used a lot of instruments similar to the default Gems midi instruments doesn't mean it's related, just that they liked those sounds. :p
Not saying anything either way though.
Of course, there's also Earthworm Jim and Earthworm Jim 2 that use GEMS, but use a custom instrument set. (too bad GEMS didn't support programmable instruments by default -or maybe it did but developers using strictly midi and not using a sound engineer with programming skills wouldn't have made use of such -the primary reason to use it over SMPS in the first place -ease of use and midi support)
GEMS (and EA's sound engine in many cases) sound very much like a lot of adlib stuff on PC.
From what I know, GEMS was the only thing that did not require the muscian to literally program their music. You could just record channels off a MIDI keyboard or sequence them manually in GEMS. There's also a SFX editor and instrument editor. The idea behind GEMS is good, just the execution and ease of use not so much.
It is pretty cool to have GEMS hooked to your MD and do stuff on PC and hear it happen on MD.
Also, SMPS was fully MML based from what I know, you just wrote your music in a text file, including instruments and compiled it, then burned on a EPROM and listened in the cart.
SSFII on the Genesis sounds wrong, just wrong, the FM sound effects, the intro music, the stage select music, the level music, all wrong. Very weak and poor sounding IMO.
There are some neat instruments they used, especially the electric guitar (lead in Ken's stage), but all of those cases had the instruments WAY too quiet and even then there were almost always supporting instruments that sounded off. Then there's the digitized sound effects and percussion samples which sound worse than they do in SFII SCE. In fact, I can't find a single track or sound effect in SSFII that doesn't sound significantly worse than the SCE counterpart.
On the comment of the instruments, I really do like some of those they used had the compositions been adjusted better, especially the guitar: a very similar instrument was used expertly in the Sonic Boom homebrew/hack (using SMPS) and that sounded AWESOME.
Actually I like that type of electric guitar sound to the bassier metal guitar Tiido seems partial to, though It's a personal preference -a bit to harsh for my taste. (and Sonic Boom does use something like that too, but far more sparingly than several of Tiido's demos)
Interestingly, most of the Sonic Boom music is remixed Capcom stuff from Mega Man X games with some other stuff like F-Zero and a couple others too. (no SFII tracks though) A lot of them sound better than the SNES renditions I think.
Super SF2 also sounds really... slow.
It sounds slow ?
I really, really like it.
It's no Streets of Rage killer or something, but most tracks are great! I think that Guile's theme sounds better than ever. Reminds me A LOT of Thunder Force III's Venus Fire. Ken's theme is okay. Not as good as SCE. - Remember that these examples were uploaded ages ago when we talked about these specific tracks. I did not choose them to represent the game or anything.
Might not be licensed, but sweet Jesus... it's like insanity transformed into music.
And for released, licensed games? Zero Tolerance. it doesn't even keep a steady tempo.
Hmm, I don't know. I've always thought that the sound was really crap but it actually sounds decent playing through my home theatre system. Having played the SNES version side by side I think I may even prefer a lot of the scratchy Sega speech to the muffled, shortend, SNES versions (except Cammy's speech in the Japanese version: unintelligible). The volume is still stupidly low though, which takes a lot of punch out of the sound. I wonder why they did that......
Snes Super Street Fighter 2's music smokes the Genesis.
The only decent tracks from the Genny are Guile's and Ken's even they are disappointing I posted earlier that I could care less about the voices I actually prefer Guile's voice a little muffled in this particular game when he says "Sonic Boom" with out it muffled he sounds like a pansy
Wish the Genny version sounded like this for Guile's stage
http://www.youtube.com/watch?v=-gHVT...eature=related
You gotta be kidding me. :o - I mean 0:00 to 0:13 sounds okay I guess, but from then on it sounds barely better than a broken bagpipe.
Let me guess: You own a model 2. - Have you heard the model 1 recording I linked to a couple of posts ago? - http://www.megaupload.com/?d=PLGB87XL