We are a highly trained professional team of synthesis researchers and theorists, collaborating to bring clients the latest developments in chiptune. He/Him
Soundchip Salad available now!
Get it free: https://t.co/KkUbdx0mco
Or buy it on cassette: https://t.co/H2ednGPlHN
In association with @ubiktune, featuring guest tracks by Maxo @chordslayermaxo, kfaraday @kayfaraday, Jusu-Tengu @Jusu_Tengu and Fearofdark @FoDSteve!
"something I don't see talked about a lot is how the Super Mario World cartoon arranges and samples most, if not, all of the background music and sound effects heard with the original game's right channel in mind"
I went out of bounds in the World hub from Sonic Jam and I was quite surprised by how surprisingly big the render distance was even if it was empty.
It really goes to show how far Sonic Team had gotten on the Saturn engine for SA1 even if this minigame is just some crumbs of it.
for this game we were also gonna have an NES OST mode in the options, so I did some authentic remakes of the original tunes
PCE does pretty well at emulating the 2A03!
more PCE Alter Ego covers for a homebrew port, oh my goodness gracious I need to post again otherwise it'll be a decade before I show this whole thing off
stick around for the space flute solo at 1:05!
once upon a time I was scoring a PC Engine port of Alter Ego which unfortunately seems to have vanished off the face of the earth, it was a neat opportunity to revisit doing some new takes on enhanced versions of the tunes...stick around for 0:49!
for this game we were also gonna have an NES OST mode in the options, so I did some authentic remakes of the original tunes
PCE does pretty well at emulating the 2A03!
more PCE Alter Ego covers for a homebrew port, oh my goodness gracious I need to post again otherwise it'll be a decade before I show this whole thing off
stick around for the space flute solo at 1:05!