Sonic Forces - Imperial Tower (Sega Genesis Remix)

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Published on ● Video Link: https://www.youtube.com/watch?v=ENqingFW8WA



Sonic Forces
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Duration: 5:41
27,542 views
750


16-bit chiptune demake of "Fading World - Imperial Tower" from Sonic Forces, compatible with the Sega Genesis / Sega Mega Drive console.

DOWNLOAD (MP3, VGZ & DMF):
https://drive.google.com/file/d/1uiZ5d7X-FYy9D6UkLAlCDnNMfLYWprQ4/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.

MORE SONIC FORCES:
*Genesis (16-bit):
https://youtu.be/playlist?list=PLUXhDGYtH8zfBmlWzsZpLgq1NrQBJI26m
·Master System (8-bit):
https://youtu.be/playlist?list=PLUXhDGYtH8zeiP54Tf8i_q6s-bOMPdKx3
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Technical info
·Tempo: 147 BPM (clock 49Hz, speed 03/02)
·FM instruments loaded: 8
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 2
·Time in development: 5 days
·Music program: DefleMask Tracker v0.12.0
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This one took a while to make because of quality control. The month and a half I couldn't use my PC gave me some trouble, I lost my sense of volume balance, and forgot some of the things I do when making a song. It also took a while because of the mock-up pic, and the title animation for which I had to make a new project file from scratch to make it more automatic and faster to make, because the file I had before used frame pictures, literally over a 100 PNGs put one after the other every frame instead of just making pictures move across the screen because muh accuracy, well not anymore, it looks the same anyway. Why am I intentionally inefficient, who knows.

About the song:
This remix uses a few of the same instruments as my Red Gate Bridge remix, so it might sound similar. The bass, which both remixes take from Shining Force, in this remix was edited to sound softer. The wub thing is an edited version of a similar instrument that comes with DefleMask. Some instruments I meant to be really close to the original, and some are more in line with typical Sonic instruments, I did things that way to keep a balance between those two styles, I've learned that some songs of mine where I do that seem to come out better, Arsenal Pyramid Interior was made that way and it's one of my favorites.

This is something I haven't mentioned before, but the static-going-down effect in the noise channel would not work in some games that use it for sound effects, like Sonic 3 with things like the fire shield. Most long-winded notes could be cut off short the same way if put into a game, depending on the sound engine. It's kind of a complicated thing that I haven't had to deal with.


About the picture:
I used the same Sonic Crackers background again, also the same mountains from Rastan Saga II, but now with the addition of the Stardust Speedway Bad Future sky (credit to Hexagonal, who mixed it with some Ristar sprites and colored it close to what it looked in Forces, much appreciated). All sprites were colored with a new palette to indicate the presence of the Sun that's looming over them. It goes from yellow to pink to dark blue-ish colors, like a warm to cold sunset palette, looks really pretty.

New Avatar sprite! Edited from Sonic's turning sprite. Also updated his skin color to a brighter shade, and updated the Lightning Wispon sprite to a smaller, more colorful one. The lightning sprite is from Scrap Brain's tesla coil things.

The dialogue box was hard to draw because of its size on screen and the volume squares around the circle, and the fact that there is no full Robotnik sprite with his arms to the side, but the box is drawn in a way that should probably work for most character dialogue.

The laser sprite is an edited version of the one shot by the Death Egg boss from Sonic & Knuckles, the impact effect sprite is an enlarged edited version of the one that the miniboss has.

No Egg Pawn sprite because I'm planning ahead and want to try giving it some movement, and for that I need time, and the video took 2 weeks to make already.







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