Sonic Forces - Park Avenue (Sega Genesis Remix)

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Published on ● Video Link: https://www.youtube.com/watch?v=THuYLxK3s54



Sonic Forces
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Duration: 4:29
26,769 views
595


16-bit chiptune demake of "Justice - Park Avenue" from Sonic Forces, compatible with the Sega Genesis / Sega Mega Drive console.

DOWNLOAD (MP3, VGZ & DMF):
https://drive.google.com/file/d/1Z9XANb_zxzRIYez-PwO7hfK6PL-B4A9w/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: 175 BPM (clock 35Hz, speed 02/01)
·FM instruments loaded: 11
·PSG volume macros loaded: 3
·PSG channel 4: Free range white noise
·PCM samples loaded: 5
·Time in development: about 6 days
·Music program: DefleMask Tracker v0.12.0
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Might be a bit too loud because of the way I edited the instruments, I only noticed how loud it was when I had to give some of the square waves max volume.

About the song:
The echo at 0:15 was much more difficult than it has any right to be. Actually, that whole section was pretty difficult because of that instrument, I had to get rid of the FM square wave echo because they made too much noise together, and I had to edit the operators so that the right frequencies would stand out but without messing the timbre too much, it was complicated.

I'm starting to think square waves are very prone to combination tones, through the whole intro I can hear notes on the left ear that are not there, which would mean the FM squares are acting weird for some reason. They're all 7 semitones above the melody (perfect 5ths, like a G# over a C#), and the E they create at 0:06 is very dissonant. I can't do anything about it, but thankfully it's barely audible. I hope it's just the FM, or my Master System cover might suffer.

About the picture:
The town is really hard to represent with sprites, and it doesn't help that I'm not good at recreating levels either, so this time I tried to include as many recognizable things as possible. I drew the hills in the background and the... "construction sign" I guess? And I also edited the paper in the fence to look like the Forces logo, like if the resistance put it there. The round hook thing and the HUD are reused sprites I drew before, the Avatar sprite however is new, and its height is right in between Tails' and Sonic's. Everything else is sprites from somewhere else: the clouds are from Sky Sanctuary Zone, the grass in the background is from Spring Yard Zone, the ground is from Marble Garden Zone, the street cone and the building's pillars are from StarLight Zone, the fence is from Contra Hard Corps, some minor sprites are from El Viento (building's bricks, sky gradient, etc.), the grass in the ground is from Animaniacs, the water is from Thunder Force IV, the fire explosion sprite and the trees in the background are from After Burner II, and of course the Death Egg Robot is from Sonic 2.

Putting that building together was super hard, making a picture for Sunset Heights will be super hard it seems, especially since I intend to have a loop-de-loop made out of houses, and I'll definitely need to draw stuff for that. I also need street lights and a hydrant, and I haven't found good sprites for that, the street lights in El Viento are too small to put in front of the ground and the fountain's water from Sky Sanctuary looks a little weird.







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