Sneventracker Bits - Big Blue (F-Zero) [Sega Master System]
You got...boost power?
.wav (12.2MB): https://mega.nz/#!w0lBXKgI!AFaj394spv1k_sT9s-s1FWE_yQE5UxzZzgsGYweZMME
.mp3 (1.8MB): https://mega.nz/#!1hlgiCCI!2yAge778MV5aKRcokgJnuR5Tjc4zJWd497pDXaiIBx0
.snm (16KB, works only with Sneventracker): https://mega.nz/#!NwtRUJZJ!QC0uQtjM-orZMaRoSchFVsH50fJiSo6qdVzACw8ZQ-s
Posting filler this week because of ongoing remixer's block. Wanted to try using Sneventracker for the hell of it, and decided to port a pre-existing track to it.
For those of you out of the loop, Sneventracker is an offshoot of 0cc-Famitracker created by HertzDevil, intended to emulate the Sega Master System's soundchip. This is good for a composer challenge, since the SMS' soundchip, while by no means complete garbage, is technically inferior to that of the NES and Famicom. For comparison, the NES/Famicom have 2 sound channels, a triangle, a noise channel and an extra channel for DPCM, mostly used for drum or bass. The SMS, however, has three square channels and an inferior noise channel. Now, you'd think having three square channels would be good, but then you realize the square channels are locked to square sound, and nothing else. That, and having a bad noise channel makes it more difficult to get good sound out of the SMS. (This is something that would be repeated in the 16-bit days, with the Genesis having the YM2612, itself not bad (especially in the right hands) but not quite as versatile as that of the SNES, which allowed for better quality samples and sound design.)
So why Big Blue? I was bored, and wanted to port it to the SMS, that's why.
-Trojan
F-Zero (C) 1991-2017 Nintendo, now freakin' DO something with the franchise!