http://dl.dropbox.co...75/Disc%202.rar
Sonic 1 + 2 Soundtrack Compilation announced With bonus things!
#316
Posted 20 October 2011 - 10:15 PM
http://dl.dropbox.co...75/Disc%202.rar
#317
Posted 20 October 2011 - 10:27 PM
#318
Posted 20 October 2011 - 10:29 PM
First, I received the demo on a DAT from Masato Nakamura. I listened to the music and wrote down the transcription. Then, I inputted it into the computer, and finally created the Genesis version. Afterwards, small corrections and changes were made. It took anywhere from a few days to a week per song. Of course, music was not the only part of my work. I also did sound effects, had meetings with Masato Nakamura, game checks, and other meetings. The whole project took about 1 year.
Here is his original reply if someone can provide a better translation:
音源はカセットテープかDATか、その類でもらいましたので、
まず音を聴いて、それを採譜して、パソコンに入力して、
それをセガのゲーム機器用に移植して(音符や音色)、細かい修正をして、
という作業でしたので、1曲1日で可能であっても、
結果的な総合時間は1曲あたり、数日~1週間以上はかかっていると思います。
ソニックのサウンド作業の総合日数はなんともいえませんが、
プロジェクトは約1年間でした。
作業したのは、曲だけではなく、効果音や、その他のプログラムや、
中村正人さんとのやりとりや、ゲームチェックや、ミーティングや、
その他諸々の作業を含めてです。
曲だけの作業日数は、当時の作業日報か何かを見なければわからないです。
(もうそういった物は残っていないでしょうが)
#319
Posted 20 October 2011 - 11:33 PM
MEOW MIX ZONE WAS DAY 0
The Special Stage Demo is fantastic too, it just sounds like a descent into madness.
#321
Posted 21 October 2011 - 12:05 AM
XCubed, on 20 October 2011 - 03:42 PM, said:
If that were to be, then it would be the start of the game, like the prelude into Emerald Hill Zone, and would be like Angel Island in which the other act showed the level being burned and full of robots. Eggman is seen for the first time, and he laughs as you battle him.
It would have been awesome if they followed the storyline of Sonic flying his plane, the tornado and make an intro cutscene that is sprite-based and drawn (like the Sonic 2 ending) and connect it up like Lion King.
And kept the Hidden Palace Zone level thing (My theory is that it's below Emerald Hill Zone, since the name and the shiny things relate) while Eggman tries to find the chaos emeralds and the 7th one (6th in Sonic 1 was the last) triggers a npc cutscene when collected and sonic looks at it with two hands (like Sonic CD's emerald animation), plays the full Hidden Palace Zone like the demo and says "Sonic got them all!" and "Sonic can now transform into Super Sonic!" followed by the transport sound back into the last checkpoint instead of playing the "end level music".
Still, Sonic the Hedgehog 2, like all games at that year (and 80's) is a nostalgic classic even when it comparing to today's games.
Hmm if South Island was the storyline for this game, and the planned stages are a "desert level", a "cyber city zone stage" (Most likely set outside Metropolis Zone, being a Scrap Brain Zone) and "Hidden Palace Zone", it would be interesting, but alot of stress because Sonic games then we're straight-forward and had a simple formula that tries not to make this game a story, and focus more on gameplay quickness.
I might have an idea for a fan-game though, to re imagine how Sonic 2 would be if all those levels we're in
#322
Posted 21 October 2011 - 01:42 AM
Retroman, on 21 October 2011 - 12:05 AM, said:
Sorry, but I think it's been done. Sonic 2 The Lost Levels anyone? Also, it's really neat to hear these demos. This is probably the most valuable soundtrack released by Sega ever since we never had these in any form before. Thanks for the rips and everything too! (Although the audiophile in me desires flac format...)
#323
Posted 21 October 2011 - 01:52 AM
#324
Posted 21 October 2011 - 02:45 AM
Friend of Sonic, on 20 October 2011 - 10:27 PM, said:
It's on amazon.co.jp. I dunno if you could use the same account, though.
Secret Bonus, on 20 October 2011 - 11:33 PM, said:
Friend of Sonic, on 20 October 2011 - 11:43 PM, said:
#325
Posted 21 October 2011 - 02:47 AM
So yeah, I whipped this up the other day:
#326
Posted 21 October 2011 - 03:01 AM
They don't seem to get that the effects of the PAL version had nothing to do with what he intended—the demos were meant to be put in the game, and got modified on the way. They weren't sped up so that only Europeans would get the "true" experience.
Of course the silly people who keep going "WELL THIS ONE IS 55HZ" seem to mildly realize that the speeds aren't connected to that, though their blabbering about it being connected anyway is ridiculous.
#327
Posted 21 October 2011 - 03:52 AM
#328
Posted 21 October 2011 - 04:12 AM
sonicthesnot, on 20 October 2011 - 10:29 PM, said:
First, I received the demo on a DAT from Masato Nakamura. I listened to the music and wrote down the transcription. Then, I inputted it into the computer, and finally created the Genesis version. Afterwards, small corrections and changes were made. It took anywhere from a few days to a week per song. Of course, music was not the only part of my work. I also did sound effects, had meetings with Masato Nakamura, game checks, and other meetings. The whole project took about 1 year.
Here is his original reply if someone can provide a better translation:
音源はカセットテープかDATか、その類でもらいましたので、
まず音を聴いて、それを採譜して、パソコンに入力して、
それをセガのゲーム機器用に移植して(音符や音色)、細かい修正をして、
という作業でしたので、1曲1日で可能であっても、
結果的な総合時間は1曲あたり、数日~1週間以上はかかっていると思います。
ソニックのサウンド作業の総合日数はなんともいえませんが、
プロジェクトは約1年間でした。
作業したのは、曲だけではなく、効果音や、その他のプログラムや、
中村正人さんとのやりとりや、ゲームチェックや、ミーティングや、
その他諸々の作業を含めてです。
曲だけの作業日数は、当時の作業日報か何かを見なければわからないです。
(もうそういった物は残っていないでしょうが)
Please, post the whole interview in its own topic. I'm sure many of us will be interested in reading it.
Is that sound programmer Masaru Setsumaru? He composed the drowning countdown and emerald jingle, didn't he?
