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/vr/ - Retro Games

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File: 47 KB, 358x440, Maestro_Mario_4189[1].png [View same] [iqdb] [saucenao] [google] [report]
4545575 No.4545575 [Reply] [Original] [archived.moe]

>Super Mario World
>Donkey Kong Country
>Star Fox
>Super Metroid

Prove me wrong guys

>> No.4545580

reverb midi farts

>> No.4545602

Ayyo hold up

>> No.4545604

The OP clearly says SNES.

>> No.4545609

PC-98 or burst

>> No.4545640

you & OP can eat my low bitrate sampled midi farts

>> No.4545649

how the fuck these 16 color games look more colorful than shit we have today

>> No.4545651

It was already better before the SNES. FM synthesis sounds so much better than low bitrate samples.

It's like the difference between an nice analog synthesizer and a cheap keyboard.

>> No.4545660

There's a philosophy in music production that working with more limitations actually inspires creativity by forcing you to find new and unique solutions.

I think something similar applies to old pixel art and chiptune music. Due to the limitations, only someone truly skilled and creative could make truly great creations with old hardware.

>> No.4545936

redbook audio

>> No.4545950

I agree limitations helps creativity but I don't think it's because it's harder, I think it's because it's easier. I think it's simply because when you have a limited set of tools it's much easier to make do with what you have. Compare that to modern game devs using Unity who are just overwhelmed with so many options they don't know where to start exactly. It's like when you open some 3D level editor for the first tiem trying to make a level from scratch and you're just floored by all the options and you get a huge creator's block, or trying to write a story out of nothing, but when you have a prompt with some pretty limited restrictions it's much easier to be creative.

>> No.4546079

you are now aware that the ocarina of time intro melody is the same as the warp whistle from SMB3

>> No.4546245

You sound like you watch too much e-celeb stuff.
FM Synthesis can be pretty good when it's well done, but it can also sound grating as fuck.

>> No.4546363

Sorry? https://www.youtube.com/watch?v=XnuqGIKXPyc

>> No.4546370

Yeah, have you played SMW? Half the game is fart noises.

>> No.4546375
File: 1 KB, 84x80, 346489380652974080.png [View same] [iqdb] [saucenao] [google] [report]

I mean, with what you can do with the SNES soundchip is stupid. The SNES soundchip is mainly sample-based which can lead to the amazing song above, or a near perfect copy of Chemical Plant Zone seen down below.
I do prefer the Genesis soundchip in some cases, but the SNES does have a lot of things going for it.

>> No.4546405

no fucking way

>> No.4546416

That chemical plant is impressive. Can't hear any difference with the original at first listen.

>> No.4546445

I agree with you, but your analogy is confusing. A cheap keyboard of the era is more likely to actually be FM synthesis based, rather than some kind of analog device. That, and throwing anything analog into the mix for comparison doesn't make a lot of sense since sampling and FM synthesis are both digital.
While this does make a good argument for the SNES soundchip and sampling in general, the body of the original sound is lost due to the (extremely) low sample rate. The melody is a good example, you can hear it's missing a lot of the source's overtones, especially on the longer held notes. Real FM is a thing to behold, and low bit-rate sampling is also a really beautiful thing in its own right.

>> No.4547442


>> No.4547445

This is the Sega/Mega CD version https://www.youtube.com/watch?v=qG2HwH1JkAI

>> No.4548309

>Prove me wrong guys
NOTHING beats the Sonic 2: Special Edition ost


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