Sonic & Knuckles - Flying Battery Zone Act 2 (Sega Master System Remix)

Sonic & Knuckles - Flying Battery Zone Act 2 (Sega Master System Remix)

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Published on ● Video Link: https://www.youtube.com/watch?v=_IRmOR4R-QE



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Duration: 1:49
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8-bit chiptune demake of "Flying Battery Zone Act 2" from Sonic 3 & Knuckles, compatible with the Sega Master System and Sega Game Gear consoles.

DOWNLOAD (MP3, VGM & DMF):
https://drive.google.com/file/d/1RCgd5bu-akyBKRd5Hu77_AS7tuerlGdI/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.

MORE SONIC 3 & KNUCKLES:
https://www.youtube.com/playlist?list=PLUXhDGYtH8zeax-dCMLV36uTqccDvoS8e
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Technical info
·System: Sega Master System (mono) / Sega Game Gear (stereo)
·Soundchip: SN76496 (PSG)
·Total PSG channels active: 4
·PSG channel 4: 3-tone white noise
·PSG volume macros loaded: 3
·Tempo: 150 BPM (NTSC, speed 03/03)
·Program: DefleMask Tracker v0.12.0
·Time in development: a few hours
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About the song:
This remix has a lot of detuning effects. In my opinion, it helps differentiate things better, and I think it's something the Sonic games would've done. It's something I saw Green Hill Zone (from Sonic 1 Master System) do --I found that out while transcribing it from Mod2PSG2 to DefleMask, now that I found out Mod2PSG2 can open VGMs-- and when I realized the detuning effect was indeed there and I hadn't noticed before, I thought maybe I could do the same.

What I did here was to slightly make everything higher pitch, and then tune things back to normal for important notes, like for example, there are some sections where the bass here plays some low A notes followed by an A note an octave higher, and I detuned the low notes to a higher pitch and made the high notes normal, and to my ears the effect is that they kinda feel like two separate things, and the higher notes grab your attention more.

There's also detuning to differentiate channels, like at 0:14--0:24 I had trouble focusing my ear on what should be the main melody, so I gave the accompaniment a higher pitch so that it would feel like background sound and not distract from the melody.

Making everything higher pitch is also something the games do when trying to make the song feel creepy, like for a boss fight or a spooky level, so it makes sense to me to do the same here.







Tags:
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