[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 57 KB, 736x552, also_ran.jpg [View same] [iqdb] [saucenao] [google]
3136895 No.3136895 [Reply] [Original]

Why did the Genesis have such trouble replicating realistic sounds? For example:

Actual Aerosmith Dude Looks Like A Lady
>https://www.youtube.com/watch?v=acQ6jLe3R8E

SNES Dude Looks Like A Lady
>https://www.youtube.com/watch?v=7TRIUXzUrCY

Genesis Dude Looks Like A Lady
>https://www.youtube.com/watch?v=2k7Tq0XgfLI

and

Actual Aerosmith Rag Doll:
>https://www.youtube.com/watch?v=udgSerJSubk

SNES Rag Doll:
>https://www.youtube.com/watch?v=eipzunVGIm0

Gensis Rag Doll:
>https://www.youtube.com/watch?v=Zn7eogs6Tgc

Question is, why did the Genesis have such laughably shit sound capabilities?

Michael Jackson even demanded his name be taken off the credits for the music he wrote for Sonic 3…

>https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3#Michael_Jackson.27s_involvement

“In a 2009 interview with French magazine Black & White, Buxer stated that Jackson was involved with some Sonic 3 compositions, but chose to remain uncredited because he was so unhappy with the sound capabilities of the Genesis. He also said that the Sonic 3 credits music later became the basis for Jackson's 1996 single ‘Stranger in Moscow’ “

Thread theme:
>https://www.youtube.com/watch?v=3-lo298icj8

>> No.3136906
File: 1.01 MB, 500x282, UMR.gif [View same] [iqdb] [saucenao] [google]
3136906

Yeah I agree, the Genesis is groovy.

>> No.3136917

>>3136895
There was nothing even remotely "realistic" about the 16-bit era. Too bad, because nothing ever came close to that sweet Sega Genesis sound.

>> No.3136923

>>3136895
If that's true, then MJ was a faggot.

"Genius is an infinite capacity for taking pains."

>> No.3136932

>>3136895

But snes doesn't even have an FM synthesizer. You know, like literally every arcade manufacturer. Where most of the classic OSTs are.

>> No.3136956

MJ and his production team didn't have much experience with FM synthesis as far as I can tell. The PCM playback is worse than Sonic 1 (which had crystal clear drum samples) and I don't think he knew anything about programming something like a DX7. Afterall, he had a keyboardist play the synths for him.

In any case, something as good as a Sonic OST sounds godawful when played on snes:
https://www.youtube.com/watch?v=h1YxviFm2P8

The only point of contention is how genesis might have sounded on the ym2151.

>> No.3136978

>>3136895
Yah nah making it a more polite attempt doesn't still excuse shitflinging threads. You already know the reason to your question. That Buxer interview was debunked a while ago on Sonic Retro, as all the man says is to be taken lightly.

https://www.youtube.com/watch?v=XydJ8sF4AJU

>> No.3136979

Lets Checklist teh shitty things of "Genesis music sucks" threads

>Using Proffesor G tier emu recording
>Using Examples from shitty ports of a shitty american game by Midway/ACCLAIM
>posting Plok as an example of SNES music
>posting Yoshi's Island fuzzy music
>People never leave their beloved Soniacs and Strits of raiiiggggge 2s
>shitposting derailment autismo meme

Listen genesis music was good as long as they were not composed by american composers.

>> No.3136983

>>3136956
I wish someone took a chance at making a serious SNES rendition of the Sonic games, I would make them sound as close as Masa's Demos as I possibly could since they use actual sampled instruments.

https://www.youtube.com/watch?v=gWu1iZRyxw4

>> No.3136985

HERE WE FUCKING GO AGAIN.

>> No.3136993

>>3136895
>Why did the Genesis have such trouble replicating realistic sounds?

Because you keep reposting shitty cherry picked emulator recordings of 2-minute ports of awful games.

Megadrive:
https://www.youtube.com/watch?v=jXQPoMNHLjs
Real:
https://www.youtube.com/watch?v=VvtwrgobiqM

Megadrive:
https://www.youtube.com/watch?v=szwHMQQXgQc
Real:
https://www.youtube.com/watch?v=H_xY1PAdzlk

Megadrive:
https://www.youtube.com/watch?v=faQo48n1p7w
Real:
https://www.youtube.com/watch?v=AsBPBdF5goY

Practically only the drums are different, and only because they couldn't use PCM samples for those (they were reserved for the great amount of voice samples in the game).

>> No.3136996

>>3136993
Comix Zone:

Megadrive:
https://www.youtube.com/watch?v=Gl6W9oiTfEc
Real:
https://www.youtube.com/watch?v=Om6uoHUGHBk

>> No.3136998

>>3136993
>>3136996
He won't look at either of these or even respond. This guy is a trollposter and he's been shitposting this stuff forever.

>> No.3137013

The genesis struggled with realistic sounds because it was designed to sound like an arcade unit instead of whatever the snes was going for.

At the time, the SNES's ability to reproduce recorded sound was impressive, though personally it wasn't something that made me want a SNES.

>> No.3137017

>>3136895
Because sample size is limited and it has only one channel that can be used to sample.

Nothing before CD media could create "realistic sounds", though.

>> No.3137041

>>3136983
If you had a roland SC-55 or something like that yes. On the SPC with original memory and ROM size limits and compression? Nope.

>> No.3137049

>>3137041
I obviously don't expect it to sound as clear, but at least more concise and better than >>3136956 which is all over the place.

>> No.3137056

>>3137017

If you drop ROM size concerns sample playback on the genesis is about the same as the snes, 28khz vz 32khz.

https://www.youtube.com/watch?v=zG1H_88Vmh0

>> No.3137057

>>3136895
...this

...thread

...again...

>> No.3137059

Alien Soldier is one soundtrack I can't imagine being possible using the Super Famicom's chip. It's so expressly designed to use the YM2612 like a multi-channel instrument that samples couldn't get the same effects and catharsis. Soundtracks composed and arranged this well for Yamaha FM synthesis are rare, but they go to show the potential of what was increasingly old, unsupported audio tech.

>>3137041
Still think it's a shame no one wants to give the Roland MIDI sound a fair shot, unless you're an old-school Sierra fan waxing about how forever gold the MT-32 sound is (I agree, but Konami/Wolfteam's MT-32 works are more interesting/consistent) or a Sound Canvas fan from Japan. Motoi Sakuraba got a lot of great usage from Roland sound modules when doing music for Team Sonic/Camelot Soft.

>> No.3137067

>>3137056
Using the undocumented register you could even pull PCM stereo off that thing.

>> No.3137075

>>3137059

X68000 got some action on that front:
https://youtu.be/cHom8wOtoNg?t=1m16s

But at the price range the SC-55 came out at, you have to start comparing it to the DX-7 which is light years beyond something like the OPL3.

>> No.3137092
File: 39 KB, 450x268, 1148_1253230725640.jpg [View same] [iqdb] [saucenao] [google]
3137092

Protip: None of you faggots could tell the difference in 1993 because YOU PLAYED YOUR GODDAMN 16 BIT CONSOLES THROUGH RF AND USING A TELEVISION WITH A FUCKING MONO SPEAKER.

Stop this shit. God damn. They both have games that sound incredible.
DKC2 and Thunder Force IV.

Now fuck off.

>> No.3137094

This shitposter again?

I wonder why nobody made a chip that gave the SNES better audio like they did for the NES.

>> No.3137104

>>3137092
People have become too used to emulators.

>> No.3137110

>>3137092
Mono doesn't magically make the sound quality suck. And RF isn't that bad. Its a bit blurry, but its not some sort of mess of white noise.

>> No.3137130
File: 14 KB, 480x360, picardo.jpg [View same] [iqdb] [saucenao] [google]
3137130

>fart
>FM
>sample
>koshiro
>muffled
>hz
>nintoddler
>yuropoor
>amerifat

Let's see how many of these keywords do I get at the end of the thread.

>> No.3137147
File: 42 KB, 640x640, 1453029007455.jpg [View same] [iqdb] [saucenao] [google]
3137147

>>3137130
>>3136979
You guys didn't count on one thing.

NINTENDON'T.

>> No.3137151

>>3137130
Don't forget Autismo.

>> No.3137213

>>3137092
I could tell the sound was made in a fundamentally different way between snes and gen back in the day

>> No.3137221

>>3136895

Why directly replicate something else when FM sounds amazing?

https://www.youtube.com/watch?v=bz3PJWkKLdM&index=23&list=PL4qMeDjUT4JvFrWJKu9D_G99DwJiVEF6t&nohtml5=False

>> No.3137230
File: 56 KB, 1312x396, genesisdoesnwhatnintendon't.png [View same] [iqdb] [saucenao] [google]
3137230

>>3137130
>>3137147
I got you guys covered.

>> No.3137252

>>3137230

I actually laughed.

We need more satire like this and the Yamauchi was actually a oni one.

>> No.3137268

>>3137230
I'd rather spend $50 on SMRPG, FFIV or VI, Chrono Trigger, or some other game with more than an hour of gameplay, than the stuff on the Genesis, TBQH.

Yeah, the Genny is a good console, but the games weren't worth the $30+ each. A game is worth about 2-5 dollars per hour of game time, when you boil it down.

>> No.3137295

>>3137268

>literally lists off turn based RPGs

You're kind of fitting the pic you replied to

>> No.3137308

>>3137268

>Length of game=better

Shouldn't you be playing skyrim or something?

>> No.3137351

>>3137308
>Shouldn't you be playing skyrim or something?
I've put enough time into that.
Arcade games are fucking awesome. But not worth $30+ they cost in 1993 when I had shit allowance money to spend.
SNES has much more to offer with lengthy titles and replay value.

I had balls-to-the-fucking-walls fun playing friends Genesi when I was a kid. Just glad I didn't put out the money for the games.

Blast Processing, like most of the technogibberish used to sell electronics in the 90s, was bullshit.
Faster RAM should have been what they called it, but they wanted to be "look at us we wear our ballcaps backwards RADICAL" 1990s cool and sell a product to ignorant gradeschoolers and their boomer parents.
Nintendo did the same shit. MUH MEGS. Fuck off.

>> No.3137387
File: 630 KB, 200x200, 24264.gif [View same] [iqdb] [saucenao] [google]
3137387

>>3136895
>Thread theme:
>>https://www.youtube.com/watch?v=3-lo298icj8

Goddamn, that sounds like it belongs on the N64 or later. Amazing for a 1990 console.

>> No.3137394

oh look, it's this thread again.

>> No.3137408

>>3137351
>SNES has much more to offer with lengthy titles and replay value.

And those will offer you nothing if you want to play with friends. Back in the 90s if you had a big sleepover, the Genesis offered infinitely more fun with your friends.

>> No.3137419

>>3137408
Weird how that reversed with the N64.

>> No.3137427

>>3136993
>>3136996
>MegaDrive
>REAL
>I see what you did there

Good job jackasses

https://www.youtube.com/watch?v=46-mGN1D9z8

https://www.youtube.com/channel/UCtGLMiSRaxMwCHmRUgUA19A

Actual Hardware, look, you wrote before like you were taking the piss.

>> No.3137497
File: 41 KB, 640x422, 1455817943480.jpg [View same] [iqdb] [saucenao] [google]
3137497

>>3137408
>the Genesis offered infinitely more fun with your friends.
I'll grant you that fully. It was indeed the better multiplayer system.

I'm just saying, both consoles are equally great for their strengths, and their weaknesses are greatly overshadowed by the strengths.
Genesis has technically inferior sound, but some game designers overcame that and made some of the best sounding games in history on it despite that technical flaw.

I just can't justify $40 for an hour-long Shmup. Good in the bargain bins though. I imagine you could find Lightening Force(TFIV) in the Blockbuster/TRU bin for $5-10 in 1995 or 96, and that would be an excellent purchase no question.

>> No.3137547 [DELETED] 

Why is it called Mega Drive oni? Because it will mega me drive to the store and get some ear plugs Eiichi.

I don't get why they call it Super Famicom desu oni.

Desu Super Senpai

>> No.3137551
File: 275 KB, 136x160, klangs.gif [View same] [iqdb] [saucenao] [google]
3137551

It's sound related so i'll ask here as well:
>>3137449

>> No.3137558
File: 187 KB, 638x910, WIFESTRIKE.jpg [View same] [iqdb] [saucenao] [google]
3137558

>>3137497
>>the Genesis offered infinitely more fun with your friends.
>I'll grant you that fully. It was indeed the better multiplayer system.

Because the Snes fan would never shut up about how great it was and had no friends.

>> No.3137560

>>3137427
>Good job jackasses

Not sure what the hell you mean there, I posted recordings made from Actual Hardware, compared to real-life renditions of the same tracks. Some of them, like the Toejam & Earl ones, are near identical outside the drums.

There are other instruments that the MD can get incredibly well too. Harpsichord in Alisia Dragoon was incredible for example.

>> No.3137564

>>3137497

>technically inferior

There's a reason all the arcades used FM little kid.

>> No.3137572

>>3137497
>I just can't justify $40 for an hour-long Shmup.

... that you'll spend WEEKS on by the time you can actually finish, let alone get good enough at it to 1CC them.

>Genesis has technically inferior sound,

It had a very powerful FM chip, while the SNES had the shittiest PCM synth in existence. It was technically superior - but musicians did not give a shit about tweaking FM patches, they just hooked up their keyboard via MIDI to the devkit and saved whatever came out in the end.

The few authors who bothered making unique FM patches did tunes that shit all over the SNES.

>> No.3137576

>>3137564
>There's a reason all the arcades used FM little kid.
Easier to program, less CPU power needed, less RAM needed = better affordability for arcade operators. Less glitchy as well.
It was an economics issue, not a quality issue.
Also, arcades weren't long-winded adventures that lasted hours, and were often placed in very noisy places(arcades and movie theater and malls are noisy) so there was no point in putting high quality sound into them since the kids dumping General Washington's face into the cabinets weren't too worried about great sound.

You're not thinking like a businessman.

>> No.3137580

>>3137092
>Protip: None of you faggots could tell the difference in 1993

Protip: 75% of /vr/ wasn't born yet in 1993

>> No.3137586

Show me a SNES game that does as creepy, bassy ambient as Ecco does:
https://www.youtube.com/watch?v=wO2_52UjDAg&list=PLEeAvoMXmmr__TlRjxUAeyYRDiRI8foWn

>>3137576
>It was an economics issue, not a quality issue.

Arcades was the one place where they could afford putting in $500 worth of audio hardware in the machine. Yet FM hardware stayed there, sometimes next to a PCM chip doing voices while the FM did music, up until the early-mid 90s when PCM became common in home consoles too.

>> No.3137593

>>3137576

Except that FM is way more difficult to program, especially with MML that dominated the 80s, and many would basically have the equivalent of an 8 bit console just as the audio controller.

I know you're a kid who never 1cc'd an arcade game in his life so you wouldn't know, but most Japanese arcade games got CD soundtrack releases and they sound amazing.

>> No.3137609

>>3137572

More people used custom audio drivers than you think. Basically all the Japanese and most euro games.

http://gdri.smspower.org/wiki/index.php/Mega_Drive/Genesis_Sound_Engine_List

Avoid the GEMS games unless confirmed for good and you'll start bumping into amazing OSTs.

>> No.3137618
File: 32 KB, 661x601, 1337370228394.png [View same] [iqdb] [saucenao] [google]
3137618

>>3137572
>let alone get good enough at it to 1CC them.
The 95% of us that didn't have autism generally lost interest after a week. 1CC is admirable, but most of us weren't GIT GUD enough to care.

>It had a very powerful FM chip, while the SNES had the shittiest PCM synth in existence. It was technically superior - but musicians did not give a shit about tweaking FM patches, they just hooked up their keyboard via MIDI to the devkit and saved whatever came out in the end.
>The few authors who bothered making unique FM patches did tunes that shit all over the SNES.
Chip power means fuck-all. Genesis just couldn't pull off stuff like Enchanted Woods from DKC2, much of Castlevania DX's music, Super Metroid's haunting score, etc.
BUT, it did do upbeat dance/EDM music very well, often/usually superior to the SNES, since FM is better suited to faster beat-driven music, whereas the SNES's advanced Sony processor was better for orchestral, melodic instruments.

You're basically comparing apples to oranges here with sound, which is bullshit. It's dishonest as fuck too. It's like people comparing system graphics using screenshots from emulators.
You obviously like oranges more than apples. I love em both for their different unique features. I can't understand anyone NOT liking both. It's not logical since they both kick ass.
Only explanation is shilling(either for Nintendo or against), or mental retardation.

>> No.3137628
File: 1.14 MB, 880x680, yes.png [View same] [iqdb] [saucenao] [google]
3137628

>>3137593
>but most Japanese arcade games got CD soundtrack releases and they sound amazing.

Because the arcade didn't sound good enough to sell as-is. Think about it.
"I bet this music would sound godly if it wasn't so twingy and wired up like in the arcade..."
>game makers with extra capital to spend making CD compilations response-
"Okay! For the fans!"

Man you people are dense as all hell. Never start your own business. It won't go well for you.

>> No.3137636

>>3137497
Thunder Force 4 has various difficultly modes and decent customization that easily guarantee over a dozen hours of gameplay.
Arcade games are in essence replayable as fuck even if you already beat it, console genres like JRPG or kiddie platformer are just about "finishing it" and never touch it again.

>> No.3137640

>>3137628

Arcade machines when they were new had actual good subwoofers and stereo sound in an era when people were playing on RF on a shitty mono TV with tinny speakers. The arcade was the premium experience at the time for a reason.

>> No.3137649

https://www.youtube.com/watch?v=Ncu6d24xM_Y

>> No.3137651

>>3137618

Wrong:
https://www.youtube.com/watch?v=DxrllRDbrNc

>> No.3137658

>>3137628
It was still better than the half-assed samples of the SNES, or do you think SNES Killer Instinct sounds as good as Killer cuts? lol

>> No.3137668
File: 397 KB, 488x519, 1459398303349.gif [View same] [iqdb] [saucenao] [google]
3137668

https://www.youtube.com/watch?v=yvdh9e2GWJg

>> No.3137671
File: 25 KB, 500x307, 1298962917296.jpg [View same] [iqdb] [saucenao] [google]
3137671

>>3137640
>Arcade machines when they were new had actual good subwoofers and stereo sound in an
...area filled with noise from yelling kids, other arcades, mall patrons, etc. Subs and high bass don't magically make sound better either. See: hip hop.
Arcade makers knew about these things, and designed their systems accordingly. That's why they used FM. It could output sharper beatier sound which was easier to hear in a noisy environment. A Hadouken should be easy to hear in a noisy place so you can react to it when Ken's gay ass starts spamming it at you.

>console genres like JRPG or kiddie platformer are just about "finishing it" and never touch it again.
Kiddie platformers are mostly similar to shmups and beat-ems in earlier pre-EWJ/DKC examples. You have set lives, like any typical arcade shooter, a level with obstacles/enemies to complete, and a score up in the corner. SMW for example is VERY arcady in its play mechanics, though very easy due to it NOT being designed to eat quarters. Sonic is even more arcade-like. It's almost shmuppy at times when he's FAST and spinning.

JRPGs are like Shmups. You either love them or leave them. Fortunately, because I like fun and I'm not impatient, I like both genres. Except for danmakus and DQ games.

>> No.3137673

>>3137609
>More people used custom audio drivers than you think.

You don't even need to use custom audio drivers. You just needed to pay attention to your FM instruments. Most musicians did not, and used the default instruments.

Games like Comix Zone and Ooze have the most rocking soundtrack on the console and they used GENS, the sound driver also used by the shittiest sounding games.

>> No.3137683 [DELETED] 

>>3137671
>SMW for example is VERY arcady in its play mechanics
>inifnite lives farm
>infinite credits with near checkpoints
>overworld
wew
Only NES area platformers and some SNES ones are arcade style, SMW and DKC aren't.

And shoot 'em ups are nothing like JRPGs, shooters require skills to begin with.

>> No.3137684

>>3137618
>Genesis just couldn't pull off stuff like Enchanted Woods from DKC2, much of Castlevania DX's music, Super Metroid's haunting score, etc.

Ecco Tides of Time pulls it off just fine.

tip: play it on real hardware, emulators botch up the filter that makes it sound so good.

>> No.3137686

>>3137671
>SMW for example is VERY arcady in its play mechanics
>inifnite lives farm
>infinite credits with near checkpoints
>save sytem
>overworld
wew
Only NES era platformers and a few SNES ones are arcade style, SMW and DKC aren't.

And shoot 'em ups are nothing like JRPGs, shooters require skills to begin with.

>> No.3137689

>>3137668
Wasn't Doom on the 32X a bad port in general?

>> No.3137693

>>3137671
>...area filled with noise from yelling kids, other arcades, mall patrons, etc. Subs and high bass don't magically make sound better either. See: hip hop.
not in japanese arcades

>> No.3137705
File: 130 KB, 960x960, 1460424774085.jpg [View same] [iqdb] [saucenao] [google]
3137705

>>3137658
I think ALttP's Hyrule Castle is as good as Sound and Drama's Hyrule Castle.
The original game song has that "I'm running the gauntlet to go fight the wizard" feel to it, while the S&D version has that epic "This is Hyrule Castle where the great King of Hyrule and the Hylian Knights reside" feeling.
I can listen to most songs from the DKC series in their native format for 30+ minutes at a time like listening to uncompressed FLACs. I'd downright say they're every bit as good as non-vidya music.

Then again, as I said, I'm not an asshole, a dickhead, or other related "I HATE SOMETHING IRRATIONALLY" jerkoff that we seem to be inundated with these days.
Everyone knows the SNES was the more technically advanced system. That doesn't make it better. But even Sega admits this. They do not mind or care, and are best bros with Nintendo now.
It's not an issue anymore. We(the people who actually lived in that time and who aren't afflicted with mental retardation) have moved on. The companies have moved on.
Sega was awesome, Nintendo was awesome, and the sheer amount of fanboys on both sides proves it.

Just play the shit and enjoy it.

>> No.3137709

>>3137671

You do understand that you can have an arcade machine by itself right? You do understand that it still sounds better than what you played your snes on right?

> Hadouken

Except a hadouken is a sample.

You've made it pretty clear you have no idea what you're talking about. You can stop now.

>> No.3137713

>>3137705
If you think a poor 64k samples sounds the same as arranged music the mentally retarded one here is you bro.

>> No.3137715 [DELETED] 

>>3137668
>>3137689

Here's the sound font it could have been:

https://soundcloud.com/maskelad/metallica-master-of-puppets?in=swintonmusic/sets/covers-and-remixes

>> No.3137724

>>3137668
>>3137689

Here's the soundfont it should have had:

https://soundcloud.com/maskelad/metallica-master-of-puppets?in=swintonmusic/sets/covers-and-remixes

>> No.3137727

>>3137618
>Genesis just couldn't pull off stuff like Enchanted Woods from DKC2, much of Castlevania DX's music, Super Metroid's haunting score, etc.


https://www.youtube.com/watch?v=jWVkUaurBOg
https://www.youtube.com/watch?v=eDgKLNqsZs8
https://www.youtube.com/watch?v=wO2_52UjDAg
https://www.youtube.com/watch?v=6U6aN1KkOYo
https://www.youtube.com/watch?v=533bqt844JY
https://www.youtube.com/watch?v=gktJi8lXtMc

and just for fun
https://www.youtube.com/watch?v=CFSAB8RZ1yA

>> No.3137730

>>3137705
>I'm not an asshole, a dickhead

Why is it that people who have to say that outloud always are?

>> No.3137737

>>3136985
>>3136998
>>3137057
>>3137094
>>3137394
I'm glad to see some people remember this copypasta. Sad to see so many people bother responding to OP.

>> No.3137738
File: 2.78 MB, 256x222, 1408668866556.gif [View same] [iqdb] [saucenao] [google]
3137738

>>3137693
>not in japanese arcades
Japanese arcade makers didn't just go off of what was happening in Japan. The US was their biggest market after all.

>>3137686
I said gameplay-wise. In SMW, you start a level, have a hit counter(lm-sm/fm/cm), have to avoid traps and kill or avoid enemies(kinda like a beat-em or shmup) and reach an end goal, while collecting a score. Yes you could farm lives if you want, as I said it wasn't designed to be hardcore or a quarter muncher. The Special stages were quite challenging for most players however, so it has its moments.
Best thing of all, unlike with an arcade, you can CHOOSE how hard to make it. You can farm lives and beat some levels by flying completely over them. Or you can get tough and impressive and NEVER farm a single life, playing through in one sitting without any game-overs, aiming for a huge high score.
Seems like it's very adaptive to play styles to me. That's why it's so highly regarded among more casual game reviewers and the SRSBSNS folks alike.

Complaining about a game like that shows your ignorance in gaming.
It's like those people who complain afout FF Tactics because Orlandu is in it. "SHITTY BROKEN GAME!"
Hey, dumbass. Don't use Orlandu. Problem solved.

>> No.3137739

https://www.youtube.com/watch?v=CrF3WPi_7uI

>> No.3137746

>>3136895
why are you so fucking obsessed with aerosmith

this isnt the first time you posted this

no one reply to this thread

>> No.3137748

>>3137738
>muh self-impossed challenge
Shitty way to make a game challenging and doesn't even compare to a great fixed challenge designed by professionals.

>muh quarter munching
You can tell a retard never went to an arcade when he says this.

>Complaining about a game like that shows your ignorance in gaming.
Except you were the one that started whining about arcade games being too short, retarded cunt.

>> No.3137757
File: 1.87 MB, 412x360, 1407634365372.gif [View same] [iqdb] [saucenao] [google]
3137757

>>3137709
>You do understand that you can have an arcade machine by itself right?

Yeah. We were all rich kids growing up in the 90s, and our dads had the entire basement full of $1500 arcade cabinets.

>>3137713
Are you an audiophile by some chance? I think the original Zelda and Mario themes are better than ANYTHING ever released by Nicki Minaj.
Songs are all about driving your mood. A good song drives your emotions in some manner that you enjoy.

>>3137727
I don't use youtube videos to judge sounds. You never know what the uploader has done to alter the sound.
That being said, while all of that sounds good, there's less smoothness and range shifting than you'd find in, say, Ship Deck 2.
From a technical standing, it's less polished. Whether it's as good or not is up to personal opinion.
I like the Alisia songs better than the NES Zelda theme, but not the Aladdin song. Even though the Aladdin song is technically far more fleshed out than anything on the NES.

>> No.3137773

>>3137757
>Are you an audiophile by some chance? I think the original Zelda and Mario themes are better than ANYTHING ever released by Nicki Minaj.
Except the discussion was about technology you retard, if you don't care about sound technology i don't even know what you keep replying.

>> No.3137775

>>3137738
High score is pretty broken though, you could just drop mushrooms form your reserve box thing and repeatedly rack in 1000 points. I'm not trying to trash SMW or anything.

>> No.3137776

>>3137737
He started it in my thread when I was simply asking weeks ago about what Genesis to buy for best audio quality.

>> No.3137795
File: 2.92 MB, 281x187, 1203291572219.gif [View same] [iqdb] [saucenao] [google]
3137795

>>3137748
>Shitty way to make a game challenging
Not if you're a company in business trying to sell consoles to as many people as possible and want to make a game accessible to a very wide audience as your flagship title. Self-imposed challenges are awesome, because at the end you can say "I beat the game in as hard of a mode as I could, when I didn't have to."

Again, think like a businessman, not a fucking nerd/autist/byuu.

>You can tell a retard never went to an arcade when he says this.
I preferred pinball machines. Only time I liked the arcade was when cutting school, as there were no other kids at the mall to distract me(just moms/old people mallwalking), and the cade had the cabinets powered down to save on their power bill so I could ask the dude to fire whichever one up I wanted.

>Except you were the one that started whining about arcade games being too short, retarded cunt.
They are for $30 a pop.

>>3137773
The SNES' sound tech is superior to the Genesis. Sega will tell you that themselves. That Sony audio chip was a beast and nothing short of sound systems 3x the cost of an SNES could beat it. From a tech standpoint, this is not disputable. No one disputes this but idiots on the internet who think that it matters 20 years after the 4th gen died.
The games that had excellent sound on the Genesis did so not due to the Genesis, but in spite of it. They were master sound designers who knew how to work magic with electrical currents, 1s, and 0s. They're true artists and technical masters, making it work like that. And the amount of effort it took to get that polish proved those men loved their craft.

>>3137775
But you don't have to. I never did. Kills the point.

>> No.3137807

>>3137795
I'm okay with games being accessible, i'm just saying that games liek SMW or DKC don't deliver the same experience as a tight arcade game. I'm totally ok with variety and having all sort of genres in a console, unlike retards like you who knows nothing about arcade gaming.

And i don't care about the technology opinions from a clueless faggot that thinks the Hadouken voice is FM, sorry.

>> No.3137810

>>3137757
>You never know what the uploader has done to alter the sound.

Almost all the ones I posted come from a guy who does 24/96 rips from a recapped megadrive. Aside from an occasional pop or a song being cut too early/late, they are the best quality recordings available.

>> No.3137828

>>3137795
>But you don't have to. I never did. Kills the point.
Even if you prohibit that it's still boring since all you'd be doing is collecting all items and killing all enemies, entering and leaving a pipe to spawn every object again and repeating steps 1 and 2 over and over until you run out of time. Even if you limit yourself to one life and only entering each level once and never reseting through entering a pipe, scoring would just be a boring game of collecting every coin and killing all enemies. You might as well just play Super Mario Bros in one life, it's better suited for scoring.

>> No.3137836

>>3137807
>unlike retards like you who knows nothing about arcade gaming.
It's not rocket science. They're games custom made for addictive fast-paced gaming, made more difficult to cause more credit refills, which in turn makes the arcade owner happy.

As for the Hadouken, all sound on an arcade board(FM or no) will travel and interact among every sound chip on the board.
I admittedly do not know if the CPS boards used FM, but if they did, that FM chip took part in processing the sound effects, not just the soundtrack. That's how processors work. They talk to one another and back each other up.

>>3137810
>come from a guy who does 24/96 rips from a recapped megadrive.
So he says. I don't take people's word for shit on youtube. But I've heard the sound from games from actual Genesis models connected to good sound equipment and to a good set of phones alike, in person, and I can agree that some games have sound as good(not technically but I'm not a robot and do not care about numbers) or better than SNES games.
Technosoft genny stuff could be my life's OST at times.

>>3137828
Well, if you're THAT nitpicky, try this-
SMW speedrun - no life farming - all levels - highest score.
You can sit there and farm a high score, but your time will suffer. Or you can rush through avoiding everything, and get a shit score. Skilled players get a massive score and a very low time.
No casual player can get that good at the game and it becomes insanely hand-blistering at that level. You can choose to play it like that if you want hard.

>> No.3137838

>>3137836
>You can sit there and farm a high score, but your time will suffer. Or you can rush through avoiding everything, and get a shit score. Skilled players get a massive score and a very low time.
How the fuck would you judge a winner? The one with the biggest score or the one with the lowest time? These things are mutually exclusive, you know.

>> No.3137847

>>3137836
It's not nitpicky, it's mechanically flawed because each time you leave a pipe the enemies in the previous room respawn. I just checked and you don't actually gain any points from grabbing your item in the reserve box, by the way.

>> No.3137865

>>3137838
>How the fuck would you judge a winner?
Keep beating your fastest time with a higher score. Not too hard to figure out.
Naturally if you keep trying again and again, these two will both improve as you git gudder.

Use some imagination. You guys always complaining about shit like this.
It's like you need the game itself to police you. You'll play Kirby and think it's too easy without putting limits on yourself and making the game as hard as it can actually be.
You'll complain about how Zell's limit break breaks the game while choosing to use aura on him in every battle rather than omitting him entirely from your main party and making the game harder yourself.

The best games don't need a difficulty setting. They can be easy or crushing depending on your own choices and play preferences.
You can play baby-mode, and look like a little faggot doing it, or play it like a boss with impressive control technique, speed, accuracy, and the kind of skill gained only by pushing yourself further every time you fire your system up.

Here's a tip for you. Difficulty settings were added to console games at first because the ported arcade game's high quarter-munching difficulty is good for arcade business, but not so much for relaxed, fun evenings at home for most people/families.
It was a good business move. You'll see console-designed games tend to lack difficulty settings more than arcade ports for this reason.
Arcade-hard is great if you want the challenge. It sucks if you just want something fun to play for a bit and don't wanna get too worked up.

>>3137847
I haven't played it since it was on GBA, so I wouldn't remember. Makes sense though, Shig was no slouch at game design.
>It's not nitpicky, it's mechanically flawed because each time you leave a pipe the enemies in the previous room respawn.
And killing them repeatedly for a high score kills your time.

>> No.3137875

>>3137865
You can just keep hitting shells repeatedly with your cape for 100 points, and if you kill an enemy while kicking a shell upwards it won't reset the combo counter. Uh I don't know I'd rather just play for better time, scoring is boring. Don't speedruns have a very specific route they have to take in order to optimize time?

>> No.3137880

>>3137865
Mushroom and flower don't give you points, but the feather does. Shiggy fail.

>> No.3137883

>>3137865
No matter how much you try it will never change the coookie-cutter challenge and simple mechanics of the games bro.

>> No.3137885
File: 84 KB, 644x482, MILK.png [View same] [iqdb] [saucenao] [google]
3137885

>>3137880
Switching between flower and feather still give you points. So yeah it's still broken.

>> No.3137887

>>3137875
>Don't speedruns have a very specific route they have to take in order to optimize time?
I guess. Makes sense as enemy/trap placement is pre-set.

I don't keep up with speedrunners. I'm just saying, the game can be crushing-hard if you let it be. Most games can.

I used to challenge myself as a 13yo little shit to beat Vigilante 8 with ONLY the machine gun using the least enduring vehicle selectable.
Much much harder than you'd think as V8 isn't exactly badass-hard. I loved it more than TM2 though. Combos win it.

>> No.3137941

>>3137776
Yeah, I remember, that was a good thread minus the autistic troll who wanted to turn it into a console war thread.

>> No.3138216
File: 453 KB, 1198x1750, 325243.jpg [View same] [iqdb] [saucenao] [google]
3138216

The sound didn't bother me as much as the graphics did.

>> No.3138220
File: 37 KB, 550x453, feels_516771_4069365.jpg [View same] [iqdb] [saucenao] [google]
3138220

>>3138216
>resolution
This shit agaaaaaaain...

>> No.3138234

I want to report this thread but I'm not sure it's actually breaking a rule

>> No.3138254

>>3138234
If it's truly direct copypasta and not just another thread about a similar topic, then it could be considered "spam."

>> No.3138337

It's easy to forget, but the Genesis didn't actually debut in 1991 with the launch of Sonic the Hedgehog. It was already on American shelves in 1989. By the time the SNES came out in 1992, the Genesis was already three year old hardware.

So yeah, the Genesis is obviously the inferior machine but it's not really fair to compare them apples to apples. The only reason the Genesis was able to compete with the SNES at all is because Sonic was awesome and Sega of America were marketing geniuses.

>> No.3138356 [DELETED] 

Just gonna leave something here:
>With the Genesis leagues ahead of the NES in capabilities, Nintendo realized
that they would have to build a 16-bit system to compete. By 1991, they had
developed their Super Famicom, or Super Nintendo Entertainment System
(SNES). The SNES was arguably superior in graphics and sound capabilities to
the Genesis, and managed to sell 46 million units over the course of the product’s
lifetime.13 The SNES sound module consisted of several components, the most
important of which was the Sony SPC-700. The SPC-700 was an 8-bit coprocessor,
with an attached 16-bit Sony digital signal processor (see box 3.1,
‘‘DSP’’), and a 16-bit stereo DAC. The DSP was essentially a wavetable synthesizer
that supported eight stereo channels at programmable frequency and volume, effects such as reverb, filters, panning, and envelope generators, and had a preset stock of MIDI instruments (see below for an explanation of MIDI). Unlike previous synthesis models used in computer sound, wavetable synthesis used
preset digital samples of instruments, usually combined with basic waveforms of
analog synths (see box 2.1, pp. 10–12). It was, therefore, much more ‘‘realistic’’
sounding than FM synthesis,14 and with the addition of software to convert MIDI
data into files executable by the sound processor, it was much more user-friendly.

Source: Game Sound, Collins - pg. 58 and 59.
You are welcome.

>> No.3138358

>>3138216

Play it again on a CRT with composite and put that comparison image up again.

>> No.3138361

Just gonna leave something here:
"With the Genesis leagues ahead of the NES in capabilities, Nintendo realized
that they would have to build a 16-bit system to compete. By 1991, they had
developed their Super Famicom, or Super Nintendo Entertainment System
(SNES). The SNES was arguably superior in graphics and sound capabilities to
the Genesis, and managed to sell 46 million units over the course of the product’s
lifetime.13 The SNES sound module consisted of several components, the most important of which was the Sony SPC-700. The SPC-700 was an 8-bit coprocessor, with an attached 16-bit Sony digital signal processor (see box 3.1, ‘‘DSP’’), and a 16-bit stereo DAC. The DSP was essentially a wavetable synthesizer
that supported eight stereo channels at programmable frequency and volume, effects such as reverb, filters, panning, and envelope generators, and had a preset stock of MIDI instruments (see below for an explanation of MIDI). Unlike previous synthesis models used in computer sound, wavetable synthesis used
preset digital samples of instruments, usually combined with basic waveforms of analog synths (see box 2.1, pp. 10–12). It was, therefore, much more ‘‘realistic’’ sounding than FM synthesis,14 and with the addition of software to convert MIDI data into files executable by the sound processor, it was much more user-friendly."

Source: Game Sound, Collins - pg. 58 and 59.
You are welcome.

>> No.3138362

>>3137576
sound was very important in arcade dev. Konami machines were SUPER LOUD and had very unique music hits that attracted attention. There is a reason why they called it attract mode.

>> No.3138365

>>3137640
Depended on the model and if it was a deluxe cab etc.

>> No.3138367

>>3138358

The developers themselves admitted the SNES version looks better, especially on the rampage stage where it scrolls smoothly on SNES, but choppy on Genesis.

>> No.3138371

>>3138367
The fuck do the developers know? They don't know shit.

>> No.3138372 [DELETED] 

>>3138358
I know this is bait but Lion King looks quite comparable on the real thing. MK1 however looks like shit, partly because they were different developers.

>> No.3138379

>>3138216
I know this is bait but Lion King looks quite comparable on the real thing. MK1 however looks like shit, partly because they were different developers.

>> No.3138380

>>3138379
Like a lot of these games of this time.

>> No.3138397

>>3136956
>The biggest artist of the 1980s, a decade famous for its use of synthesizers, had no experiences with one of the most popular forms of synthesis at the time
Please never post again.

>> No.3138406

>>3137268
>JRPGs
Just play with menu on a DVD; it's the same thing and you'll probably get a better story.

>> No.3138435

>>3137230
i love this

>> No.3138442
File: 199 KB, 467x456, at_you.png [View same] [iqdb] [saucenao] [google]
3138442

>hipster doofuses defend the genesis crap sound hardware

>> No.3138454

>>3136993
>>3136996
In all of those cases, the real instruments sound way better than the sounds from the Genesis.

I still like the Genesis though.

>> No.3138465

>>3138337

While what you're reasoning is mostly correct, the MD did come out before the SNES, it was 2 years. MD released in oct of 88 and Super Famicom in nov '90.

>> No.3138479
File: 193 KB, 1280x1194, svsg.jpg [View same] [iqdb] [saucenao] [google]
3138479

>>3138216
Meanwhile in reality...

>> No.3138480

>>3137092
This argument is fucking retarded.

Yes, people could tell an actual guitar sample vs beeps and boops and clear voice samples vs garbled ones etc.

And Thunder Force is in no way comparable to the DKC soundtracks in how advanced they were at the time. DKC was some next level shit in comparison.

https://www.youtube.com/watch?v=LDvKwSVuUGA

vs

https://www.youtube.com/watch?v=HkPa1V-yKDM

A layered, polished, professional sound like something Enya could've released at the time vs "DOS Doom sounds" with crappy FM "guitars" instead of real sounding ones like in the OP.

>> No.3138482

>>3138442
Top argument.

>> No.3138484
File: 6 KB, 200x252, 1460576080020.jpg [View same] [iqdb] [saucenao] [google]
3138484

>>3138479
nice blurry ass image

>> No.3138491

>>3138484
Least it isn't zoomed in or cropped - the favorite baby tactic of OP

>> No.3138493

>>3138480
Dude let it go this is completely subjective
>mfw you will still shitpost
>mfw this is a waste of life

>> No.3138498
File: 119 KB, 600x600, streetsofrage-ost_grande.jpg [View same] [iqdb] [saucenao] [google]
3138498

>>3138480
>layered, polished, professional sound
If it's so polished and professional why wasn't it released on vinyl?

>> No.3138501

Capcom games sounded better on the snes

>> No.3138505
File: 12 KB, 256x256, dkj.jpg [View same] [iqdb] [saucenao] [google]
3138505

>>3138498

It was one of the first games to get CD release in the west, along with Killer Instinct.

Also, arguing vinyl is such a pleb argument. Vinyl is à la mode right now, literally a hipster thing.
SoR 2 got an american CD OST release back in the day though.

>> No.3138507

>>3136895
https://www.youtube.com/watch?v=rKvKVIOKe-I

>> No.3138509

>>3138361
only relevant post in the whole thread.

>> No.3138513
File: 271 KB, 480x270, 1444213650741.gif [View same] [iqdb] [saucenao] [google]
3138513

>>3137230
>An eagle named "F-15 Strike" flew into the room and perched atop a Power Base Converter
That is too much for me.

>> No.3138529

>>3138480
There is nothing special about the DKC tune though, not to mention it sounds even more muffled on real hardware. Ecco 2 has better water themes 2bh.

>> No.3138531

>>3138529
>There is nothing special about the DKC tune though

You and your opinion can back off.

Ecco 2 Genesis or CD?

>> No.3138562

This topic can pretty much be summed up into two YouTube videos.

Genesis: BWANG BWANG BWANG FART BWANG BWANG
https://m.youtube.com/watch?v=vBmBy8vchCw

https://m.youtube.com/watch?v=x7AbFYuOIaQ

Snes music: Beautiful and comfy. Matches the mood. Samples mean higher quality. People remember this.

https://m.youtube.com/watch?v=Ee94MaeUqXw

https://m.youtube.com/watch?v=NFejhw-GkHk

Shitty gimped version of a Yamaha chip vs a sound chip designed by the father of Playstation. How could the Genesis even compete?

>> No.3138565

>>3137351
>Faster RAM should have been what they called it

You're way out of your element right now. Just go back to being a brain dead nintendrone, you're already good at it.

>> No.3138569

I think a lot of people are forgetting or don't realize/know that the Genesis was a very accurate representation of what arcade machines from the late 80's early 90's sounded like.

>> No.3138572

>>3138569
Bassy, bloopy and kind of farty. They were trying to emulate heavy metal on cheap as fuck chips.

>> No.3138575

>>3138569

Late 80s maybe, in early 90s all the popular games had sample-based music more similar to SNES

https://www.youtube.com/watch?v=LQw-a8sApLQ

>> No.3138576

https://www.youtube.com/watch?v=DU7GUkCbmqs

https://www.youtube.com/watch?v=2cjv7hEAytU

Early 90's sounded more like a Genesis than a SNES. Stop picking bad examples.

>> No.3138579

>>3138575
Street Fighter 2 is FM retard.

>> No.3138580

>>3138572
https://www.youtube.com/watch?v=fCKDvjVzpNQ
Give me a better example than this of heavy metal on the SNES, good luck faggot.

>> No.3138582

>>3138576

Stop picking extraordinary examples you too, Koshiro did an exceptional use of the Genesis chip, not every game sound like a Koshiro game.

>> No.3138585

>>3138575
So your example to prove your right is something to prove you utterly wrong?

>> No.3138589

>>3138582
And Not every game sounded like a Nintendo Game on the SNES.

My point is that the Genesis sounded A LOT more like arcade games from the 90's that were very heavy on bass samples to emulate metal and hip-hop.

>> No.3138590

>>3138582
Most good japanese games sounded good too, not our problem if you only played american trash.

>> No.3138591

>>3138589

I personally think Square and Konami did a better job than even Nintendo themselves most of the times.

>> No.3138595

>this bread
>not a single post of best genesis song

https://www.youtube.com/watch?v=oTQIiIKummw

>> No.3138596

>>3138595

TF IV is in every single MD vs SNES sound thread ever, look well and you might find it. At least somebody mentioned it I'm sure.

>> No.3138597

>>3138591
Stop bitching about who's good or not. It's about WHY

The Genesis sound chips were emulating arcade machines on the cheap. That's why people compare it to farting into a tin can a lot because they were designed to emulate >>3138580 this kind of sound. The SNES can't even compete with the Genesis on tracks from the sonic series or Streets of Rage because it wasn't designed to emulate the sound.

>> No.3138603

The Genesis was primarily synthesizer-based with only one sample channel. The SNES was sample-based with up to 8 channels in Nintendo's sound driver (or 32 channels as demonstrated in this demoscene production, but Nintendo mandated use of its sound driver in all licensed titles).

Both chips have their advantages and disadvantages; the Genesis was much harder to create good sounds for, while the SNES had to contend with a tiny amount of sample memory.

>> No.3138605

>>3138580

https://www.youtube.com/watch?v=I1QfIbLulf8
(skip to 0:50)

Although composition-wise it's not virtuoso like the track you posted, I think it does "heavy metal" sound better.

These vocals are on the original game? these are hilarious

>> No.3138608

>>3138597
>The Genesis sound chips were emulating arcade machines on the cheap.
and yet Super Fantasy Zone has 1:1 tracks from the arcade Fantasy Zone which used a YM2151

hell it sounds BETTER even

>> No.3138613

>>3138605
It sounds very, very hollow. Not good at all when you compare it to a Genesis game with a good sound director who know how to take advantage of the hardware and compose for the genesis.

>> No.3138618

>>3138605
That guitar is pretty suppressed and lack the same punch, it tries to sound real but with the restrictions of a cartridge it doesn't sound all that good. Also, sounds even more muffled on real hardware.

>> No.3138624

>>3138613
>>3138618

Yeah I'm not saying it sounds like real heavy metal, but despite the guitar not sounding as crisp, I think the drumming and bass is a lot more convincing than the Pinball game theme, as far as "heavy metal" goes. In fact the percussion on the pinball game sounds more like new wave, synthpop, rather than metal.

Anyway, of course both are limited. I can't really say if I think one is better than the other. The EB track sounds more convincing to me overall, while I really liked the guitar solo on the Pinball game.

>> No.3138627

im sorry but are people in this thread saying that the genesis cant do metal
https://www.youtube.com/watch?v=Qp_JRxhInAA

>> No.3138629

>>3138624
I don't remember early heavy metal having that much double pedal, but yeah the drums are good regardless.

>> No.3138631

>>3138627
https://www.youtube.com/watch?v=rgZvNF3Y2kQ

>> No.3138636

>>3138605

Genesis can do sample playback rock like that too.

https://www.youtube.com/watch?v=iyzBtP8TQUA

But why bother?

>> No.3138639

>>3138636
Fifa 95 was cool too, same guy.

https://www.youtube.com/watch?v=vE0HIpiMepU

>> No.3138641

>>3138636
>>3138639

I dunno guys, can't say I enjoy these at all.

>> No.3138648

>>3138639
>>3138636
sounds like shit, famalam

typical genesis farting

>> No.3138652

Getting desperate aren't we?

>>3138645

>> No.3138657

>>3138648
snes trumpets sound like farting more than anything the genesis can produce

https://www.youtube.com/watch?v=PCaoC7nXUi0

>> No.3138660

>>3138641
The compositions aren't all that great, but i think they are nice from a technical standpoint, similar to Toy Story's intro.
https://www.youtube.com/watch?v=IPr4V1c2VqA

>>3138648
typical shitposting family, put more effort next time

>> No.3138661

>>3138657
jesus fucking christ that is horrible. a thousand times worse than sonic spinball.

>> No.3138662
File: 25 KB, 300x425, udunfuckedup.jpg [View same] [iqdb] [saucenao] [google]
3138662

>>3138648

Sound sampling sounds like farts to you? Interesting. It's almost like a certain nintendo console used those exclusively...

>> No.3138664

more shit tier snes music coming through

https://www.youtube.com/watch?v=zSFm_EaLRmQ

>> No.3138667

>>3138657
That's not near as bad as Captain Commando.

https://www.youtube.com/watch?v=EBhTO9uoS-k
https://www.youtube.com/watch?v=1YbBOZNtRpU
https://www.youtube.com/watch?v=JPpI7Md34Vk
https://www.youtube.com/watch?v=_iXcKon9iY8

>> No.3138671

>Genesis trying to do SNES
https://www.youtube.com/watch?v=0SZBA8-Zf14

>> No.3138676

Genesis makes the original obsolete

https://www.youtube.com/watch?v=qPNr79y0s94

>> No.3138678

>>3138662
The farting is the FM crap. You do realize the Genesis only had one sample channel (also at lower quality 24mhz vs 32mhz than the SNES' 8 channels), right?

That's why games with multiple voices like SF and MK sounded like dog shit.

>> No.3138680

>>3138671
Actually it would sound more like this
https://www.youtube.com/watch?v=M8HAzcsCrg4

inb4 fart memes

>> No.3138681

>>3138652
Who's the fat fuck?

>> No.3138683

>>3138681
He's posting pics of himself.

>> No.3138684

Why didn't you guys tell me about black knight 2000 before?

https://www.youtube.com/watch?v=QQPGtzmStq4

>> No.3138687

does snes have any good music that isnt just donkey kong water level shit? Whats with all that calm crap anyway I want something that rocks my face off.

>> No.3138689

>>3138678
Samurai Shodown had clearer samples than the SNES port you silly shitposter, SF had scratchy voices due to incompetence and that was already fixed by some random guys using their free time

https://www.youtube.com/watch?v=hZOrpJP7DUw
tl;dr eat shit

>> No.3138692

>>3138605

Honestly, that didn't represent it that well compared to other games

https://youtu.be/v9-cRNOLf7w

This would be a very good representation.

>> No.3138693

>>3138605
why does it sound like its coming from under a blanket?

>> No.3138697

>>3138652
no, you are, since you clearly made that thread

>> No.3138754

>>3138509
It's literally wrong though because the SNES did not use pre-set instruments of sound

>> No.3138782

>>3137709
>Except a hadouken is a sample.
#rekt

>> No.3138834
File: 39 KB, 655x660, 1458431312158.jpg [View same] [iqdb] [saucenao] [google]
3138834

>>3138671

>> No.3138873

>>3138754
so basically a dumbass nigger talking shit he doesn't really understand, like most snesfags

>> No.3139046

>>3138754
>>3138873
>Game Sound
>Wrote by doctor on the subject
>with reffereces to every comment
>is wrong because i said so

>> No.3139059

>>3139046
I guess maybe he just didn't write it clearly what "pre-set" means because there actually were some sound cards that had instrument samples baked into the hardware with ROM chips.

So he's right but didn't clarify himself well.

>> No.3139219

>>3139059
It's exactly the case, the processor on the SNES was the Sony SPC-700:
"Sony SPC-700 was an 8-bit coprocessor,
with an attached 16-bit Sony digital signal processor, and a 16-bit stereo DAC.The DSP (Digital Signal Processing) was essentially a wavetable synthesizer... it had
a preset stock of MIDI instruments. Unlike
previous synthesis models used in computer sound, wavetable synthesis used
preset digital samples of instruments, usually combined with basic waveforms of
analog synths."

More info on Nintendo S-SMP can be found on wikipedia:
https://en.wikipedia.org/wiki/Nintendo_S-SMP

>> No.3139320

>>3139219
Except the SNES didn't have instrument samples baked into the hardware. That's why what he wrote was confusing.

On SNES you have to provide the instrument samples into the 64KB of sound RAM, they can only be played from there.

What he meant was that these pre-created instrument samples have to be provided to the sound chip instead of instruments just being created through programming like with FM.

>> No.3139394

>>3139320
>What he meant was that these pre-created instrument samples have to be provided to the sound chip instead of instruments just being created through programming like with FM.

You still have to set up instruments for yourself on both. It's just that on one you have to tinker with waveform settings, while on the other you hold the mic next to the pot you are banging with a spoon.

Neither of them had pre-set instruments. Only the devkits provided some of those, which is why so many games sounded similar.

>> No.3139435

>>3139320
I see, doesn't that however make programing easier and wave synthesis more realistic to a certain point?
>>3139394
actually so many games sounded similar not only because of the provided devkits, but also because engineers woul reuse the waveforms they had created as well, it was a good way of sounding original to the ears of a development team without necessarily going with the basic waveform suggestions or having to go through the trouble of creating yet another wave.

>> No.3139458

>>3139435
>I see, doesn't that however make programing easier and wave synthesis more realistic to a certain point?

Yes it does, which means the skill ceiling is lower when making sound for SNES compared to Genesis.

>> No.3139465

>>3139458
And how that's a problem?

>> No.3139487

>>3139465
It's not.

But it does explain why there's a bigger disparity between good and bad Genesis music than good and bad SNES music.

>> No.3139515

>>3138680
Actually, it would sound more like this using japanese sound drivers

https://ucollective.org/audio/Raijin/donkey+kong+country+2-stickerbrush+symphony+genesis+cover/

>> No.3139516

>>3139487
Well, i can't say much about music quality from console to console, i suppose we could better analize this question in the future, but i guess at least about the sound question we have come a small conclusion.

>> No.3139567

>>3136895
>Shitty muffled recordings vs faithful electronic recreations

Gee, I wonder which one holds up better?

>> No.3139787
File: 24 KB, 460x455, laughing.jpg [View same] [iqdb] [saucenao] [google]
3139787

>>3138671
>>3138671
>>3138671

>> No.3139801

why does someone always post pokey when they try to give an example of the SNES doing metal. It sounds like shit, the high and lows have both been chopped off and you got this awful muffled mid range sound that is just crap. SNES faggots wouldn't know good vidya music if it bit them in the ass, cause they are all too busy jerking off to shitty chimes on donkey kong water levels.

>> No.3139823

>>3139801
>subjective opinions
discarded.

>> No.3139854

>>3138648
>typical genesis farting

Nintendo games are more famous for making music out of farts:
https://www.youtube.com/watch?v=uyOA7F9fTx8

>> No.3139879

Better than the original:
https://www.youtube.com/watch?v=OnjvjoapMuY

>> No.3140272

>>3139219
The samples weren't baked into the hardware, but I believe the SNES SDK had a number of premade samples that were commonly used.

>> No.3140279

>>3139823
donkey kong water level wankery is subjective too. Notice how no SNES songs have any bass or treble and its all mid range muffled shit. thats objectively shit mate

>> No.3140747
File: 19 KB, 1600x1200, 4_16bit.png [View same] [iqdb] [saucenao] [google]
3140747

>>3137056
I remember hearing that for the first time playing Tempo on the 32X. I was really amazed by the quality of the PCM. Genesis always sounded crisper anyway. SNES always felt fuzzy and rolled off on the high end, making the audio sound "farty"

>> No.3140818

>>3140747

SNES always sounds like it's turning on and off really fast and can't hold a long note without hearing the sample audibly speeding up or speeding down.

>> No.3140931

SNES can't into demos
https://www.youtube.com/watch?v=OGDtViPngi8

>> No.3141162
File: 107 KB, 446x456, USE CODENAME ROGAN AND SAVE 10% OFF ANY AND ALL SUPPLEMENTS.jpg [View same] [iqdb] [saucenao] [google]
3141162

>>3139515
Oh fuck that's good

>> No.3141339

>>3140931
https://youtu.be/di_MnKNDfm0

>> No.3141819

>>3139515

He also did this

https://www.youtube.com/watch?v=tNbe8O6X2aE

>> No.3141824

LOL, genesis just cant do MMX soundtrack

https://www.youtube.com/watch?v=l5HV4CDLG28

>> No.3142030

>>3141824

>skill of remixer is poor
>this means hardware is bad

Nintenbabby logic everyone.

Let's try that again

https://www.youtube.com/watch?v=YzfPAlsNJeU

>> No.3142074

>>3142030
>proving the point even more

>> No.3142196

>>3142074
How does it prove anything when it sounds better than the SNES version then? not even the guy who posted that. It sounds nice and clear and not muffled like the original does.

>> No.3142342

>>3136993
>Practically only the drums are different
You must be deaf, because there's a huge difference.

>> No.3142353

>>3142342
Still sounds way closer to the real instruments than most SNES shit.

>> No.3142423

The only problem Genesis had was that most people working music on it were shit at it.

It can sound amazing under the right people's hands.

https://www.youtube.com/watch?v=UwCf8w-9vGs&index=3&list=PL0E86AA386BD11845
https://www.youtube.com/watch?v=2Iu2ZqRyF-k
https://www.youtube.com/watch?v=RPYzgCI6Q1I
https://www.youtube.com/watch?v=Mf7-ixllcgo

>> No.3142585

>>3142423
>It can sound amazing under the right people's hands.
Practically ANYTHING can sound amazing under the right people's hands.

>> No.3142772

>>3142585
except the super nintendo because it lacks high and low range

>> No.3143126

I just got a Hi Def model 1 (unsure if tmss or not atm) on Ebay. They have the best genesis sound right?

>> No.3143136

>>3143126
Yes, but people who say that other models sound "bad" are exaggerating. I wouldn't use anything else, though.

>> No.3143145

>>3143136
Okie Dokie thanks anon!

>> No.3143262

>>3138687
https://www.youtube.com/watch?v=gskDcG7WLNs

>> No.3143308

>>3138687
https://www.youtube.com/watch?v=3ODKKILZiYY

>> No.3143336

There's no Repair/Tech general thread up currently, so I'll ask here.

Has anyone here switched out the CXA1145 in their Genesis with one of the newer CXA1645's or the really new CXA2075's? Is the improvement in video quality easily noticeable or like the difference between s-video and component?

>> No.3143372

>Why did the Genesis have such trouble replicating realistic sounds

I would argue the Genesis with it's FM chip could do plucked (bass, acoustic plucked strings, harp, occasionally electric guitar) and struck (piano, bells, organ, electric piano, chromatic percussion), as well as woodwinds decently to very well.

The SNES had bowed (violin,cello, orchestra sounds, pads etc.) and "blowed" (brass), as well as voice samples on lock.

>> No.3143389

>>3138667
Captain Commando is a special example but an important one as far as sampling on SNES is concerned. To save space they recorded the music faster, then slowed it back down for playback resulting in the horrendous quality.

>> No.3143406

>>3136956
MJ definitely understood FM synthesis to some capacity.

>> No.3143546

>>3142423
>The only problem Genesis had was that most people working music on it were shit at it.

muh excuses for muh fart machine

>> No.3143668

PC Engine > SNES and Genesis
https://www.youtube.com/watch?v=zvHPhOsB7MM

>> No.3143669

>>3143668
The horrendous farts start at 7 seconds

>> No.3143671

>>3143668
still no where on the level of track in the op

https://www.youtube.com/watch?v=3-lo298icj8

>> No.3143678
File: 15 KB, 229x218, 46643.jpg [View same] [iqdb] [saucenao] [google]
3143678

Ren and Stimpy Theme:

>https://www.youtube.com/watch?v=R7tNDkEACSY

SNES version:

>https://www.youtube.com/watch?v=z6O39QJCAhk

Genesis version:

>https://www.youtube.com/watch?v=kQd_QJZ94PI


That crap genesis "guitar" again. That high pitched twang and farting. Genesis... what are you doing???

Head to head, you really see how outdated the Genesis was.

>> No.3143690

>>3143671
It's at least at that level given the hardware it is using, which sounds different, not inferior.
Not that Follin wouldn't have worked wonders on any system, from a 1-bit ZX Spectrum to a 32-bit Dreamcast.
Same goes with Masaharu Iwata and Hitoshi Sakimoto, you should check out their SNES compositions if all else you hear are farts. What a shitty thread.