This Program RUINED Many Genesis Games

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  • Опубликовано: 11 июн 2024
  • The Sega Genesis had a program called GEMS, which helped create music for games. Quite a large number of games used GEMS, even some you wouldn’t expect. Could this program actually make good music, or was it just fart sounds like everyone says? And most importantly, why was GEMS created in the first place?
    Merch:
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    More Information on Gems:
    segaretro.org/GEMS
    Chapters:
    0:00 Introduction
    0:55 Difficulties with FM-based Sound
    2:10 Creation of GEMS
    2:45 Fantasia
    3:40 Jurassic Park
    5:18 Desert Demolition
    6:33 Taz: Escape from Mars
    7:50 Batman Returns
    8:42 Stimpy’s Invention
    9:46 Garfield: Caught in the Act
    10:38 Aladdin
    11:31 Other Games
    13:27 Companies That Didn’t Use GEMS
    14:18 Conclusion
    14:56 Outtro
    Special thanks to the following users from pexels.com for the stock footage:
    84LENS, 霍天赐, A frame in motion, Ahmet Akpolat, Andrew Hanson, Anna Hinckel, Anvar Tushakov, Artem Podrez, Caleb Oquendo, Cottonbro, Cristian Dina, Curtis Adams, DAV Grup 1, David McBee, Distill, Drones Scot, Edward Jenner, EKATERINA BOLOVTSOVA, Ekrulila, Evgenia Kirpichnikova, Free Videos, George Morina, Glen McBride, Hirsh Philippe, Hugh Mitton, Jack Sparrow, Jose Carlos, Joseph Redfield, Kampus Production, Kamrul Chowdhury, Karolina Grabowska, Kelly, Kindel Media, Ksenia Chernaya, MART PRODUCTION, Mikhail Nilov, Miguel Á. Padriñán, Mike B, Monstera, Nazim Zafri, Nicole Michalou, Pavel Danilyuk, Pete Wales, pickarick, Pixabay, Polina Tankilevitch, Pressmaster, RDNE Stock project, Ricky Esquivel, RODNAE Productions, Ron Lach, Ruvim Miksanskiy, Sam Lastres, Sora Shimazaki, Steve B, Thirdman,Tiger Lily, Tima Miroshnichenko, Timo Volz, Tom Fisk, Tony Schnagl, Vlada Karpovich, Yan Krukov, Yaroslav Shuraev
    Special thanks to streambeats.com for the music used in this video.
    #sega #retrogaming #segagenesis
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Комментарии • 407

  • @battra92
    @battra92 Месяц назад +350

    Aladdin is like how a world class violinist can make a cheap violin sound great but your average fiddler couldn't make a Stradivarius sound like anything special.

    • @beej_tunes
      @beej_tunes Месяц назад +17

      Thanks to Donald Griffin who actually wrote the good music in Aladdin.

    • @pferreira1983
      @pferreira1983 Месяц назад +3

      My boi Tommy! 😂

    • @AKablalik
      @AKablalik Месяц назад +1

      Camel Jazz go way too hard man.

    • @mattaaron6142
      @mattaaron6142 22 дня назад +1

      Errr as a mediocre violinist i think this is inaccurate- the better the violins ive played mostly sound better even played badly. Exception being if the strings are a different style than the player is used to...

    • @danjoredd
      @danjoredd 20 дней назад

      @Mattaaron6142
      🤓

  • @KNfLrPn
    @KNfLrPn Месяц назад +253

    Was definitely expecting more about the program based on the title, rather than a series of game reviews.

    • @sdfasdfgdfghfgh
      @sdfasdfgdfghfgh Месяц назад +41

      yeah the direction with this video was a bit awkward, im interested but still know almost nothing about the program

    • @n3onkn1ght
      @n3onkn1ght Месяц назад +39

      Yeah, this video showed up in my suggestions. Starts off with the guy telling us to follow him, then just lists a bunch of games he liked while glossing over the thing he claimed the video was about. Not a great first impression.

    • @tomothywalker
      @tomothywalker 27 дней назад +3

      Came in here to say the same. And I wouldn’t usually bother, but your general quality of production is really quite good, so keep at it, just focus on your messaging and litmus test the content against this message regularly to validate relevance and whether it supports your assertion or not.

    • @joshthefunkdoc
      @joshthefunkdoc 27 дней назад +5

      Having gone through a few of his vids, this seems to be the general pattern =/

    • @AltimaNEO
      @AltimaNEO 25 дней назад +1

      ​@@n3onkn1ghtImma be real, I'm not a fan of pojr. But I watch them to pass the time. Hes definitely for room to grow, though. Like having some background music while he speaks. Or better and longer choices of music clips (one in particular was just a repetitive sound effect).

  • @opa-rappa
    @opa-rappa Месяц назад +60

    Bro said GEMS ruined many Genesis games despite having only one example for it

  • @tim_is_random
    @tim_is_random Месяц назад +177

    “American companies”
    “American companies”
    “American developers”
    “Now let’s have a look at a few random games”
    (Immediately shows “Fantasia”, a game by Infogrames, a French developer…)

    • @Megster_3000
      @Megster_3000 Месяц назад +3

      Even after this game, Infogrames still uses gems😂

    • @AltimaNEO
      @AltimaNEO 25 дней назад +4

      Which is weird, because European developers were very familiar with FM sound chips thanks to their common use in 8 bit micros.

    • @Megster_3000
      @Megster_3000 25 дней назад

      @@AltimaNEO well, you can thank sega for ruining the sound of an entire company (Infogrames)

    • @Megster_3000
      @Megster_3000 25 дней назад

      @@AltimaNEO there's also domark (now Eidos) who used gems on some games like... Mark's magic football

    • @SuperXzm
      @SuperXzm 4 дня назад

      I'm still not sure why Sega didn't make multiple audio drivers available for free for all developers. I'm pretty sure they had ears and was aware that screechy-farty music is NOT OK for the reputation

  • @st1ka
    @st1ka Месяц назад +199

    It's weird that American devs had so much difficulty with FM audio considering most Ms-Dos games and arcade gsmes of the time used FM audio

    • @yomama9390
      @yomama9390 Месяц назад +17

      No, most of them sucked ass unless they were coming out of the demoscene. I can do better than they can with the same tools and zero experience.
      The ones that didn't suck were using paid libraries from professionals that already came with all the tones they needed.

    • @Arehexes
      @Arehexes Месяц назад +10

      ​@@StevenCusicEven the proper Yamaha synths were a pain to program sounds for. So many bands just used the built in presets, or bought preset carts.

    • @enemyplayer
      @enemyplayer Месяц назад +4

      ​@@StevenCusicMML is just a language: an abstraction. there were plenty of ways to create sound code without using MML.
      that being said MML rules: I learned a few flavors for multiple systems around 2005.

    • @AURORAFIELDS
      @AURORAFIELDS 26 дней назад +3

      @@StevenCusic you have no clue what you're talking about because everything you said pretty much is false. OPL chips and OPN chips (aka ym2612 which was OPN2b) are fairly similar. OPL chips are simpler and less capable (at least in the early days anyway) and had a difference in how sound was created - but not THAT different. if you know how to use OPL or OPLL chip, it's not hard to learn how to use OPN.
      the way you program those chips to generate sound, such as MIDI or MML are just different abstractions, they can be platform dependent but they have nothing to do with the chips and everything to do with the tools that were available or popular. Yalaha chips take in commands that are far far simpler than anything like MML or MIDI, and even between chip families are far more similar too.

    • @AURORAFIELDS
      @AURORAFIELDS 26 дней назад +2

      further. Some developers on the Genesis used MML-based tools yes, but it was far more common that the actual sound programming on the console was done in a special format designed for each sound driver. we have proof of this with SMPS/Easy Sound which was the default sound driver SEGA supplied for Japanese developers. We have leaked devkits with the tools they used to create the sounds in the games. they DO NOT use MML. Whether MML was used while initially composing the pieces can't be known for certain, but in some cases such as with Sonic the Hedgehog soundtracks, we know this is not the case

  • @soggytoast111
    @soggytoast111 Месяц назад +73

    Kind of a weird video. I thought this was going to be specifically about GEMS and how it shaped the music/sound for those games. But instead it was just an overview of a bunch of games with little focus on the music.

    • @SirBuzz
      @SirBuzz 21 день назад +3

      Yeah, I'm not sure what he was trying to do here.

    • @ZoomerNostalgia
      @ZoomerNostalgia 21 день назад +1

      POJR almost never talks about what he puts in the title.

  • @austinreed7343
    @austinreed7343 Месяц назад +147

    GEMS’s farting sound was actually common in other FM-sound-based games from American companies, such as arcade or DOS games.

    • @ZILtoid1991
      @ZILtoid1991 Месяц назад +13

      Pretty good exception for the MS-DOS are Tyrian, Dune, Dune 2, etc.

    • @RaposaCadela
      @RaposaCadela Месяц назад

      I actually really dig it, I think it's charming. I can think of 720º on Arcade by Atari, as an example!

    • @gizaha
      @gizaha 10 дней назад +1

      Farting sound is caused from FM synthesis, not only GEMS. You can avoid it, just like the snow bros did (the best game audio in genesis). But most sound engineers didn't avoid it because lousy genesis fans loved the farting sound because "it is fm's signature" and "fm have it's own style". Even if it missing frequencies, even if it missing range.
      Why snow bros? Because FM is not for drums so they used samples for drums.
      Also, original snow bros arcade didn't have drums in its music. So they bravely decided to add drums to tracks, in a machine that is not made from drums. So they sacrifice the sample channel. Genious and brave idea, that's what you get when you use your mind to overcome limitations.

  • @makeshiftsavant
    @makeshiftsavant 25 дней назад +15

    With a title so focused on a specific subject, I was expecting to learn more about GEMS. I feel like I hardly even got to listen to the sounds produced by GEMS in this video to be able to gain an ear or compare the songs. It would be very cool to delve into what the experience was like using GEMS or maybe even see it in action, compare it to newer tools, show how it was lacking in sound design features on such a robust sound chip, etc.

  • @davecool42
    @davecool42 Месяц назад +121

    Would be great if you did a deep dive into GEMS itself rather than the games which used it.

    • @bruceleeharrison9284
      @bruceleeharrison9284 Месяц назад +29

      I agree. For a video about audio, there is a surprising lack of actual music.

    • @DudeWatIsThis
      @DudeWatIsThis Месяц назад +8

      @@bruceleeharrison9284 Guess why there's a lack of music. Fucking youtube. I want old youtube back.

    • @pferreira1983
      @pferreira1983 Месяц назад +3

      @@bruceleeharrison9284 It would have been nice to get some reference.

    • @S0meb0dy728
      @S0meb0dy728 Месяц назад +3

      @@DudeWatIsThisold good new bad 🦍

    • @justburner
      @justburner Месяц назад +1

      @davecool42 Yeah, it's a shame... while it was an entertaining video i really wanted to see why GEMS "ruined" them by showcasing the program itself, instead we got a misleading title... well, it's not unsurprising really since YT nowadays is all about click-baits :/

  • @megamix5403
    @megamix5403 Месяц назад +115

    Dude, you are sleeping on the Vectorman soundtrack. That is a very good example of a game that not only uses GEMS but also utilizes it to its full potential. Tidal Surge is an excellent example of this. See or rather hear for yourself.

    • @CKT1138
      @CKT1138 Месяц назад +11

      I was about to post this. Vectorman has one of the ALL TIME BEST soundtracks on the console and was a Blue Sky developed GEMS game

    • @MSOGameShow
      @MSOGameShow Месяц назад +4

      Surprised he didn't mention Vectorman given how he mentioned Blue Sky.

    • @CKT1138
      @CKT1138 Месяц назад +4

      @@MSOGameShow I scratched my head when he was like "Jurassic Park is one of Blue Sky's best games".
      Ehh, I mean, if you ignore the two best games they made, maybe.

    • @AURORAFIELDS
      @AURORAFIELDS 26 дней назад +2

      Vectorman definitely didn't utilize it to it's full power, but it's one of the best examples of utilizing the sound chips and GEMS well. Really hate when people say GEMS is bad because arguably it's actually much better than what the Japanese had to work with. well made tool with very much potential, only issue is that a lot of the talented musicians came from Japan who had frankly terrible tools to work with. We needed more hits like Cool Spot, Aladdin and Vectorman to make GEMS shine

    • @AltimaNEO
      @AltimaNEO 25 дней назад

      And it was by Blue Sky! It has some killer music.

  • @wichordzmty
    @wichordzmty Месяц назад +23

    The problem was not the GEMS, some lazy developers were.

  • @PilaCiu
    @PilaCiu Месяц назад +55

    Oh, the good (bad) old GEMS driver! It sounds like crap because composers were lazy, listen to something from Howard Drossin. He was one of the best GEMS composers.

    • @pojr
      @pojr  Месяц назад +14

      True. There were some games that had good music despite using GEMS.

    • @Adamtendo_player_1
      @Adamtendo_player_1 Месяц назад +9

      Howard Drossin also did the soundtrack for a relatively unknown game called The Ooze.

    • @AURORAFIELDS
      @AURORAFIELDS 26 дней назад +4

      @@pojr honestly annoying you say "despite". GEMS was a great program for music on the system, better than what the Japanese got from SEGA. it's technically well made and has fsr greater capabilities. all the while being easier to use.
      I'd say despite how great GEMS was, a lot of developers failed to use it's potential for great music

    • @ZX3000GT1
      @ZX3000GT1 21 день назад

      ​@@AURORAFIELDS At the end of the day what matters is what music are composed on it, and no chance in hell most people would favor most music composed with GEMS at the time vs most music that came out from Japanese games.
      Like, compare Castle of Illusion to Fantasia. Despite being released a year later, Fantasia sounds like crap. GEMS unfortunately got that reputation because Japanese showed that with worse tools they could make better music.

    • @Vlad9407Official
      @Vlad9407Official 11 дней назад

      @@AURORAFIELDS "better than what the Japanese got from SEGA" Sonic would like to have a word with you

  • @crystallinegazer
    @crystallinegazer 29 дней назад +39

    i'm so sorry but this entire videos script sounds ai generated. almost none of this had to do with the music of the games

    • @Eliasdbr
      @Eliasdbr 5 дней назад +1

      I felt the same, also, I would've loved to hear more music comparisons and less about how the game looked or played
      Not trying to be rude or anything, just a comment

  • @SylveonTrapito
    @SylveonTrapito Месяц назад +25

    It´s all in the talent of the composer. Varios of the best soundtracks on the Genesis uses Gems

    • @pojr
      @pojr  Месяц назад +6

      100% true. GEMS was a good program if you knew how to use it. Not everyone did.

  • @dava00007
    @dava00007 Месяц назад +38

    I recall the early days of the Genesis being amazed by the sound (especially music)... then sometime in 1991 so many games started to sound "farty", it was unbearable and made it sound very annoying... especially with the brand new SNES's sound capabilities.
    This program killed music on the Genesis, they should have put a decent set of default instruments instead the the farts collection.

    • @pojr
      @pojr  Месяц назад +3

      You nailed it.

    • @matthewjohnson1891
      @matthewjohnson1891 Месяц назад +1

      Like sonic spinball

    • @IntegerOfDoom
      @IntegerOfDoom Месяц назад +5

      Reminds me of AdLib for DOS games. Really lazy translations made most things harsh and farty. FM didn't have to be done like that.

    • @pferreira1983
      @pferreira1983 Месяц назад +1

      SNES sound was pretty bad though.

    • @ssg-eggunner
      @ssg-eggunner Месяц назад +3

      ​@@pferreira1983the SNES had everything to go well
      except that Sony cut corners with the Sample RAM
      Which is why SNES sounds like utter garbage no matter what

  • @BenHughes81
    @BenHughes81 Месяц назад +17

    I had no idea the bad quality audio was simply due to not knowing how to utilize it properly. I thought much of the audio was just supposed to sound the way it did. That might also explain why audio on some of those Genesis mini consoles, official or bootleg, don't have proper sound. I had to shut off one I had as soon I tried to play Sonic 1. The music was so much worse than the cart.

    • @litjellyfish
      @litjellyfish Месяц назад +4

      It’s both. The Genesis sound chip was not bad at all. But it had a bit harsh tone

    • @Aeduo
      @Aeduo Месяц назад +2

      For similar reasons, the chip itself is just difficult to emulate as well. It's difficult to predict how something may sound coming from it because the way it works is unintuitive.

    • @waterheart95
      @waterheart95 Месяц назад +4

      @@AeduoActually the genesis audio system is standard for the time. FM Sound Synthesis was used in Arcade and Pc games at the time also. The genesis was considered flexible and rather good for the time.
      Emulation of the chip isn’t easy but it’s not too hard now since the documentation and resources exist for accurate sound emulation.

    • @Aeduo
      @Aeduo Месяц назад +3

      @@waterheart95 PC games which supported FM were just using some crusty translation from some common format so it tended to sound like crap. Arcade used it a fair bit true.

  • @FeralInferno
    @FeralInferno Месяц назад +67

    One of the worst offenders was X-Men on the Genesis. The fart noises was strong with that one! Haha. Cool idea for a video, Pojr!

    • @pojr
      @pojr  Месяц назад +5

      Namco could release Super Pac-Man if they wanted, but maybe they didn't because of how unpopular it is.

    • @waverazor
      @waverazor Месяц назад +1

      from time to time i still hum to myself some xmen music.. like stage 2

    • @StormsparkPegasus
      @StormsparkPegasus Месяц назад +1

      And the polar opposite of that (some of the best music I've ever heard on the system) is the Sunsoft Batman game. It didn't use GEMS though.

    • @cfothough
      @cfothough Месяц назад

      @@StormsparkPegasus Time Trax soundtrack may be one of the few OSTs that match Batman in terms of quality

    • @31leoceara
      @31leoceara Месяц назад +1

      I actually like some of the music in X-men. There are other games with MUCH worse Gems fart music.

  • @dekoldrick
    @dekoldrick Месяц назад +17

    I'm surprised you didn't mention SunSoft. They were the king of chip tunes for both the NES and Genesis.

  • @iwanttocomplain
    @iwanttocomplain Месяц назад +10

    GEMS is most noticeable by the way it makes music. It is based on the general midi standard, which is 128 instrument 'patches' that are a standard used by all products which use midi, which will have pre-made patches to fit whatever number instrument is being asked for by the midi composition file. So a grand piano can be approximated across any digital instrument, using the midi interface and protocol and file type.
    So when a musician composes music using GEMS, they are able to attach a standard midi keyboard and write music, which can be played back using the GEMS sequencing playback capabilities, another piece of software that doesn't need writing, along with the drivers to generate the FM sound itself.
    The Adlib sound card came out in 1987 but before that even, was a Yamaha MSX style computer with a similar chip to the YM2612, maybe 6 channel, 4 op and with sequencing and sound design software and a UK game musician, I think Matt Furniss, used to sell them before he became a composer.
    The main reason that GEMS music sounds different is also the reason EA music is also a bit different and it's that they are using a stock piece of software which is designed for quick compositions. The GEMS driver did in fact have a feature rich environment for sound design, as well as cues for altering music in various ways for an interactive soundtrack, which nobody used. The point is, GEMS made it easy to write music quickly (despite it's instability). You choose your instruments, write some melodies and drums and it's ready. How this style of music differs to writing music using say your own custom software or a complicated tracker or just writing in machine code in a wall of asci text in software you helped write.
    When you use midi, you disconnect yourself from the hardware and it's potential. In terms of sonic range and palette, to pushing the technical capacity. Something very achievable on this old, raw to the bone programming a Genesis needs. The YM2612 can be run by the Z80 or the 68K and can have up to 14 channels if you include the psg. People write techno music in trackers. In fact trackers made all the 8bit music and all the 16bit dance music. Trackers became a fairly popular product in the past few years for the reason that it lends itself to long form compositions with an ease of adding effects and pitch bends and such with a very quick workflow and overview and speed of 'chaining' sections or patterns to form the final composition.
    When you use a text based interface rather than a traditional stave, you have access to more additional effects and techniques that are awkward when you're using a mouse to move notes on a screen. This is how you get the awesome technical compositions of Technosoft and Konami. They understand the potential of the format of an fm synth, which is how they understand how to write suitable music that plays to it's strengths. A favourite sound driver of mine is the Krisalis driver from uk studio of the same name who were a contractor who would cover all your Mega Drive sound needs. Vic Tokai wrote a fabulous driver and Socket is a joy to listen to. Because the FM synth is a strange and arguably complicated thing. But if you have a driver in place and have been tutored on how it works, most composers should not have to spend too long understanding the software.
    But GEMS is perfectly fine software. It just limits the finite control of the chip and encourages a particular type of compositional style that is synonymous with midi, and that trait is simple musical expression, with limited flourish or nuance, stemming from the working environment of staves and a fully linear sequence of notes, without complex pattern sequences or a broken out visual layout with fast access to advanced, note per note editable characteristics such as instrument, note on/note off, fades. echo. effects (such as additional lfo to apply to attribute/s of the fm patch).
    The potential of the FM chip here is not something that can really ever be realised, as a 4 operator FM channel offers unlimited sound design potential with 4 algorithms to alter the way the operators interact and 8KB of aram on the Z80 or more if you use the 68K cpu as a controller instead of the standard Z80 sound controller.
    There are any number of ways to go about programming an FM sound chip and none of them are easy. But people are still writing drivers for the YM2612. I think chiptune artist Remute wrote a driver for it. You can just use Deflmask free tracker software which give some good sound design and sequencing tools which should be enough for most people.
    A new driver has been released only recently which is the most famous, 'XGM2'...? I think this is why people still like composing for the YM2612, which has two products available based on it for a consumer and professional market, respectively as physical modules, instruments called Mega FM and a much newer one too reviewed by Lord Carnage who made a terrible tune on it.
    But I like how people are making music for this chip like crazy right now. It's very interesting to explore the palette or re-write classics like Blue Monday or arcade hits, using various different software and methods to get different results. Enjoy this rendition of XEXEX using a modern driver, splitting the pcm channel into 4, 14Khz channels for one shot notes (which cannot be pitch shifted as per a rompler so must use a new sample for each different note) and other tricks such as splitting channel 3 into 2, 2 op channels (instead of 1, 4op channel) and other refinements to enhance the capabilities of the chip. ruclips.net/video/k0PvjwqtHqI/видео.html ruclips.net/video/0mAtYZg_lkQ/видео.html
    Have you listened to the music for Psycho Pinball? It's a very distinctive tracker sound and Epic Games were also lovers of the tracker, which they used in the Unreal Tournament soundtrack, as opposed to the standard cd redbook audio. You probably heard the Time Trax unused Genesis ost which uses a driver which was only used on that ost which wasn't even released. So oh well, but it shows that a British developer can make a new Genesis sound driver in pretty short order. The EA driver was written by Rob Hubbard who was famous for C64 music and also is British. But he moved to America to work for EA. I think Rob is obsessed with distorted guitars.
    Ecco the Dolphin was made by Novotrade, from Hungary and Sega of America in support and consulting and the soundtrack is GEMS, with major contributions by Spencer Nilson of STI. The founder of Novotrade actually came up with the idea for Ecco the Dolphin himself.
    I can't get enough of Mega Drive music and the YM2612. It is a very well design music chip. With clear channel and frequency separation and frequency response, it's almost impossible to f*ck it up. I really enjoy many GEMS soundtracks, for instance, Ahhh! Real Monsters is really enjoyable to listen to.
    The reality is that GEMS and the FM chip have been unfairly maligned and it might be something to do with a rival fanbase and their most vocal and inflexible opinions on certain matters involving who's is bigger. "Of _course_ everyone _knows_ the SNES blah blah blah".
    But GEMS isn't ruining games any more than the guitar ruined bad songs. I'm starting to warm to GEMS and it's inexplicably and irrationally heavy use of the Marimba preset.

    • @vinisasso
      @vinisasso 24 дня назад

      I agree to your point. Only innacurate information here is the number of channels the chip is capable of reproducing. The Genesis/Mega Drive had a total of 10 sound channels available. 6 FM channels, being the last channel capable of sample playback by turning on its PCM mode (optional. You can use it as a sixth FM channel if you wish). And the remaining 4 channels are PSG. This if you don't split the PCM into more channels by using a proper driver, as you pointed out.

    • @iwanttocomplain
      @iwanttocomplain 23 дня назад +1

      @@vinisasso the psg chip can be set to play a sample but that fully occupies the Z80 though.
      I was being accurate with my number of potential channels on a stock Genesis.
      But, technically, channel 3 can split it's operators into 4 simple sines that aren't mathematically related. So if you count channel 3 and 6 as four channels each, including the psg is 16 channels potentially.

    • @vinisasso
      @vinisasso 23 дня назад

      @@iwanttocomplain oh, I see...that feature of the third channel...I heard about it before, not sure if I ever saw that happening in a commercial game, this is why I didn't count them. Regarding the PSG, that's true. After Burner II plays its drum samples with this feature, and it's not too terrible IMO. You know many games where regular PCM samples (played back from the FM channel 6 DAC) sound too scratchy and quite compressed already, but anyway, this also tells us a bit about the phenomenous potential of the sound chip.

    • @iwanttocomplain
      @iwanttocomplain 23 дня назад +1

      ​@@vinisasso I don't think the de-syncing feature of channel 3 was well documented. Modern drivers push to potential of the system like XGM sound driver.
      The psg chip can play a pcm sample. Channel 6 can also, by reducing the frequency and multiplexing the playback.
      PCM playback wasn't that easy. Early drivers might struggle. Other's might give you pin perfect reproductions on their first attempt. Generally space was saved by reducing the frequency from an 8bit sample. This wouldn't be possible with a 4bit sample, as adpcm really is needed to reduce the noise.
      GEMS has actually great sample playback. You don't generally compress Mega Drive samples because there is no hardware decode feature for adpcm but that could be run in software.

  • @Melf00
    @Melf00 Месяц назад +14

    I have two comments about the origins of the GEMS driver that should be mentioned. It wasn't a "desperation" move by SOA, as the idea actually originated with former Epyx composer Chris Grigg. He argued that a dedicated sound program would be more efficient than typing everything in hex code and converting it. He proposed creating software that would allow the Genesis and a PC to work together as a MIDI synthesizer. American programmers didn't use GEMS because they didn't know how to use the Genesis sound chip. They were quite capable, actually. The reason for GEMS was the lack of English-language documentation for the Genesis at the time, most of which wasn't even official. For instance, Jonathan Miller said that the only documentation he received for the FM synthesizer chip was a hand-written memo note in Japanese. Many composers simply didn't have access to the advanced features of the soundchip because of the language barrier and cooperation from Sega Japan, so they made a driver themselves.

    • @iwanttocomplain
      @iwanttocomplain Месяц назад +1

      People have to stop blaming Japan for everything. You're only really going on heresay. The YM OP range of chips had been around for a while and they all work the same way. Any composer working with the Yamaha FM chips should be well versed by at least 1991. Which include a range of computers, arcades and pro audio equipment, as well as Adlib and Soundblaster from 1987. Although PC-DOS music is all general midi standard, so drivers tended to be designed for simple reading of midi files, which were composed in a way to be as compatible with 3rd party midi instruments and not any specific YM chip. Unless you were Cryo and insist on making a custom Adlib Gold driver for Dune on PC in 1991. Also making a driver for the Mega CD. But people tended to just operate within the presets. No fancy lfo's or envelope nonsense. But yet the UK devs seem so much better and it wasn't all Krisalis. Or was it? Maybe it was a bit.

    • @Melf00
      @Melf00 Месяц назад +7

      @@iwanttocomplain I'm going on what the people who actually developed GEMS told me themselves, so I think it has more weight than just being heresay (although the lack of English-language documentation for Genesis was a common problem overall early on). I don't think it's just "blaming Japan." Yes, SOA did a lot wrong, but SOJ wasn't perfect and made plenty of mistakes of its own. Griggs and Miller weren't SOA employees or executives.

    • @iwanttocomplain
      @iwanttocomplain Месяц назад

      @@Melf00 Look. Just don't make this a race thing ok.

    • @Melf00
      @Melf00 Месяц назад +1

      I'm not sure what you're referring to.

    • @iwanttocomplain
      @iwanttocomplain Месяц назад

      @@Melf00 SoJ this Nakayama is a dick head that. Kalinski is a greek god that.
      It's super clear to me that Kalinski might well be one of the worst managers of all time.

  • @Ruddduck
    @Ruddduck Месяц назад +10

    this video is confusing. The title says that gems ruined the games. except for the first one you've been nothing but positive "good for soundtrack made with GEMS" .you could've showed more examples of bad ones. If you're gonna say that gems ruined Genesis/mega drive then be more negative.
    my brain hurts watching this.

    • @SirBuzz
      @SirBuzz 21 день назад +1

      Yeah, he was either intentionally misleading with the title, or he doesn't know what he's doing.

  • @DrMechano
    @DrMechano Месяц назад +4

    This was an interesting video and I really enjoyed learning about GEMS, your narration was very good as well. If I have one criticism, you really didn't let the music samples play for long enough for me to get a very good idea of how each game's music sounded.
    I understand if this was to avoid copyright detection, but yeah. Other than that, still a solid analysis, really enjoyed it.

  • @chadbertrand1460
    @chadbertrand1460 Месяц назад +11

    An enjoyable watch, though the video title doesn't really reflect your conclusions concerning the use of GEMS.

  • @sam_bibly
    @sam_bibly Месяц назад +38

    you made this whole video to make me listen to you saying "farts" over and over first thing in the morning. admit it.

    • @pojr
      @pojr  Месяц назад +7

      LOL

    • @LeReubzRic
      @LeReubzRic Месяц назад

      Admit it now. ​@@pojr

  • @thedrunkmonkshow
    @thedrunkmonkshow Месяц назад +9

    If people knew how complicated FM synthesis and algorithms were especially with the Yamaha chips back in the day then they would have a lot more appreciation and gratitude for what those composers went through in building decent songs and sound effects on the Genesis. But yes, many of the Japanese game developers had cut their teeth on the Japanese computers in the mid to late 80's like the PC88 and PC98 that contained Yamaha chips similar to the one used in the Genesis. Many of them also had relationships with Japanese Arcade machine programmers who gave insight, documentation and offered tools to make crafting the sound easier. The only Western company I can think of that had Yamaha experience was Atari Games and that's why their Genesis Tengen ports sounded so good. Anyway, GEMS was a massive time saver and if you're an upstart company on a budget back then, you don't have time for the composer to reinvent the wheel or waste time fiddling with FM settings...you are trying to get your game finished by deadline, out the door to manufacturing, and on the shelves in a few months to hopefully recoup the investment.

    • @TylerInTraining
      @TylerInTraining Месяц назад +1

      As a synth player, can confirm.

    • @Roxor128
      @Roxor128 Месяц назад +2

      I implemented a basic 2-operator FM synthesiser in PureData comparable to a single channel of an OPL2 chip. It ended up with over a dozen controls to play with. So, yes, I can confirm the complexity adds up pretty quickly. I think I spent more time positioning sliders and other interface objects on the screen than making the actual synthesis logic.

    • @thedrunkmonkshow
      @thedrunkmonkshow Месяц назад

      @@Roxor128 Yes indeed! I've never used PureData before but I have experimented with a VST called OPNPlug which is identical to the YM2612 in the Genesis and a tracker called Furnace that supports the Genesis chip. The YM2612 is like a cousin to the OPL2 where it's limited to only sine waves and has 6 channels instead of 9, but the tradeoff is each channel is 4-operator and 8 different algorithms which leads to a bigger variety of sounds. But, with more operators and algorithms comes more tweaking and time investment. Another tradeoff with the YM2612 is the 6th channel doubles as the DAC that plays audio samples like voices or drums. As it plays a sample though it cannot play FM so you temporarily go from 6 melodic channels to 5. So some composers would flip-flop and actually pack in a few notes in-between the drum samples hitting on the down beat which is insane lol. 😃

  • @Aeduo
    @Aeduo Месяц назад +4

    FM synthesis is also just remarkably difficult to work with, so even if the application wasn't the problem and allowed good programmability of parameters, it's still going to be difficult to get the sounds you want out of the chip because it's so different than the way we normally work with instruments and think of sound. It's more of a compromize which made digital synthesis of complex timbres possible within a relatively low-cost chip (though it was quite expensive when it was introduced), but it forced musicians to work on the terms of the technology, rather than the technology meeting musicians' needs directly.
    But yeah in professional settings with musicians in the US, we probably had primarily moved on to samplers and wavetable synthesis by the late 80s, with a lot of western productions maybe using some presets on a DX7 as the extent of late late 80s/early 90s FM-synthesis-using electronic music.
    and yeah writing up a tool for setting up patches and compositions is just probably not worth it in most cases when something already exists.

  • @conr__
    @conr__ 25 дней назад +3

    I wish you expanded on the audio. I was curious about the bad examples and what made GEMS so different from the standard music making process.
    Most of the video is essentially game reviews of games which use GEMS, which is fine, but there should be more information about the audio. What works? What doesn't? How does a "good" use of GEMS sound compared to the infamously "bad" uses of it? I'm also curious about the mechanics of GEMS, and how it got made. There's a lot that could be discussed!

  • @zabustifu
    @zabustifu Месяц назад +9

    I'll be honest, none of the music you played here sounded good to me. Would have been nice to compare it with the music of Genesis games that did not use GEMS.

  • @IntegerOfDoom
    @IntegerOfDoom Месяц назад +5

    FM synth is an art. It can sound bloody good but was usually not utilized properly.

    • @Roxor128
      @Roxor128 Месяц назад +1

      Easy to implement, hard to control.

  • @hammersampson
    @hammersampson Месяц назад +4

    I’d like to see a video about how modern sound drivers from SGDK compares with GEMS.

  • @dyscotopia
    @dyscotopia Месяц назад +12

    The problem may be with the music editor giving non-musicians a simple enough tool that they could do their own music without contracting a specialist.
    Most synthesizers of the time came with lots of terrible presets. And the tracker programs used for programming many video game soundtracks were limp unless you knew all the effects. To get the best of them, really took digging into customizing sounds to your own compositions (and having a some musicality and sound design talents)

    • @stevendobbins2826
      @stevendobbins2826 Месяц назад +3

      Pretty sure it's the exact opposite. The goal was to give people who were trained musicians and composers but with limited computer knowledge the ability to produce tracks with the same MIDI tech common in the mainstream music industry. That would also explain why so many games seemed to keep all the instruments on default.
      It's also why European developers who usually had a demoscene background and Japanese companies with dedicated sound departments didn't suffer the same fate.

    • @Silanda
      @Silanda Месяц назад +3

      @@stevendobbins2826 This is like a theory I've had for a long time: video game composers breaking into the industry in the early '90s, in the US especially, were increasingly coming from traditional music backgrounds rather than programming ones. They may have been talented composers, but they weren't well versed in sound design and getting the most out of limited hardware. Software like GEMS helped them compose easily, but they lacked the skills to really take advantage of the hardware.
      Also, I don't think it's a coincidence that some people have criticized keyboard players from that period for not being able to program synths. Popular '80s synths like the Yamaha DX7 and the Roland D-50 were a headache to program, so most players just used presets rather than creating their own sounds.

  • @stuartcastle2814
    @stuartcastle2814 Месяц назад +8

    I always wondered why, despite the Megadrive/Genesis having excellent sound facilites (just listen to pretty much any first party Sega game for evidence of that, particularly Streets of Rage, or any of the Sonic Games), so much of the music sounded fairly generic, often using the same, low quality, sounds. I figured it was because the 3rd party developers didn't wish to allocate time and resources to enable their sound and music programmers to learn how to use the.console sound. Now I know that's the case. I also know that they had a click and play tool for making sounds/music.

    • @litjellyfish
      @litjellyfish Месяц назад +1

      Issue was that you needed not just to learn the sound hardware but to test it through dev kit was a bit hard.

    • @ChaunceyGardener
      @ChaunceyGardener Месяц назад

      People forget that the video games were seen as toys in the West so it shared the same corporate mindset especially in America. Japan early on saw video games as a form of artistic expression but the West was stuck on seeing video games as a cash grab and a fad.

    • @ssg-eggunner
      @ssg-eggunner Месяц назад

      Any of the Sonic Games?
      I only recall sonic 3 & chaotix having decent instrumentation

    • @firerat1653
      @firerat1653 Месяц назад

      ​@@ssg-eggunnersonic 3 & chaotix doesnt exist 😂

    • @ssg-eggunner
      @ssg-eggunner Месяц назад +2

      @@firerat1653 no I said
      Sonic 3 & Knuckles (The game released in 1994)
      AND
      Knuckles Chaotix

  • @joshfacio9379
    @joshfacio9379 Месяц назад +4

    6:06 im convinced that "music" was made when the composers cat walked across his keyboard! lol

  • @Larry
    @Larry Месяц назад +36

    Did the Genesis use the same sound chip as the Commodore Amiga? It would explain why very few UK/European developers used the GEMS system for their music.
    BTW, you really should consider avoiding using "Very" and "Really" in scripts, a lot of professionals never use the words whatsoever.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt Месяц назад +3

      No, I think genesis uses Japan Tech, while Amiga uses US tech. Though pcEngine is quite close to Amiga and SNES could emulate Amiga perfectly thanks to Sony .

    • @jamiewilliamson9829
      @jamiewilliamson9829 Месяц назад +2

      The Mega Drive used the Yamaha YM2612

    • @joshfacio9379
      @joshfacio9379 Месяц назад +2

      is that true? can you tell me why that is? come to think of it i dont recall hearing it in alot of vids. you learn something new every day!
      and also, hey you!

    • @IpfxTwin
      @IpfxTwin Месяц назад +5

      Hello youuuu! 😁

    • @anss321
      @anss321 Месяц назад +6

      Genesis uses OPN2, which is quite similar to the OPL2 chip on the Adlib and Soundblaster cards for Dos PCs.
      The Amiga doesn't support FM music at all, but Amiga devs also made PC games, so they may have gained experience with the chip that way.

  • @DmitryPuffin
    @DmitryPuffin Месяц назад +1

    FM synthesis in general is hard to nail. And Yamaha's original chips had tons of parameters to play with, so no wonders that composers struggled with it.
    As a music producer myself, I finally understood how to apply FM synthesis after 5-6 years of programming synthesizers.

  • @OpticTeadrop
    @OpticTeadrop 24 дня назад +1

    The biggest reason for the weird sound is the fact that FM Synthesis was a bitch to program, even on full-blown synthesizers like the DX7 (in fact, most artists just stuck to the presets). The primitive interface of GEMS certainly didn't help

  • @Real_The_Goof
    @Real_The_Goof Месяц назад +5

    Why are your "S" so extended.. like static?

    • @ryanjay6241
      @ryanjay6241 23 дня назад

      Couldn't finish watching. Really needs to get a fucking de-esser

  • @jamiewilliamson9829
    @jamiewilliamson9829 Месяц назад +2

    You know watching this reminds me of three SEGA of America games that didn't use GEMS, despite it being used for mainly them and western/American developers. Anyway, those three games are Sonic the Hedgehog 2, Sonic the Hedgehog 3 and Sonic & Knuckles. We know Sonic originated in terms of development in Japan, but Sonic 2, Sonic 3 and Sonic & Knuckles was developed by STI (SEGA Technical Institute) which was part of SEGA of America and Sonic Team USA which is also part of SEGA of America. They all use SEGA's SMPS sound drive which was developed internally over at SEGA in Japan.

  • @danmakuman
    @danmakuman Месяц назад +2

    I think SEGA designed the Mega Drive mostly with Japanese sensibilities in mind. Both the 68000 and Z80 processors and the FM soundchip along the PSG one. After all they wanted to make easy for arcade and PC developers to port and develop games to their console already knowing those off the shelf parts. FM synth sound chips were the main source of sound for basically almost all PCs and arcades at the time in Japan so of course most Japanese made games sound really good, just like the arcades or PCs because they really knew how to work with FM.
    But the Mega Drive became more popular in the west than in Japan so the focus was on the library of games developed in the US and europe and as mentioned in the video, the west wasn't too accustomed to FM sound chips like Japan and it shows.
    Sure it all depends of the programmer/musician to bring the best of any sound chip and tools but if they didn't had the experience and the time (not counting the will) to work and learn of course companies will get the cheapest and easiest solution.

  • @MateriaGirl
    @MateriaGirl Месяц назад +2

    So is this a video about the software or a video about short descriptions of games that used it with one or two sentences each about the quality of their music?
    It's framed like the former but the video is the latter. I don't understand what the point of even bringing in the audio is. This video is not about audio.

  • @DavidFilskov
    @DavidFilskov Месяц назад

    Having composed for C64, Game Boy, GBA and Amiga I'm sorry I never got to compose for a system with FM.
    Do you have a few examples of games that used GEMS with "bad" results - apart from Fantasia?

  • @aaronmilic5916
    @aaronmilic5916 Месяц назад +1

    Seriously? No one has commented on the brilliant ABBA reference POJR made? "Thank You For The Music" made me smile, nice one! I know very little about programming video games but I imagine file size came into play when making music. I used to make electronic music in the mid 90's on "trackers" which had all sorts of limitations especially due to file sizes. There are some composers who can do unreal things with the tiniest sound samples and take up the smallest of file sizes. Then there were those like me who relied heavily on the larger samples and then were restricted by limitations. I think this came down more to the imagination of the composers and also likely the direction from the programmers. You could still hire Beethoven yet tell him to make "circus farty clown music for the kids" and they'd have to do that. Great episode, thanks POJR!

  • @PDRich
    @PDRich 23 дня назад +1

    Wasn't there also a problem with Sonic Spinball's music and Sega having to abandon the original Sonic 1&2-esque score due to royalties?

  • @alanfike
    @alanfike Месяц назад +2

    I wish we had an NES equivalent to GEMS for music producers. I heard that there is one program but it's hardly MIDI piano roll. It gets the instruments right, but it's difficult as hell to write for.

    • @iwanttocomplain
      @iwanttocomplain Месяц назад

      Deflemask is a free tracker that covers various 16bit chips iir and might do 8bit chips too.

  • @PawwzieKitty
    @PawwzieKitty Месяц назад +1

    The difference between the bad GEMS music and the good GEMS music is that the bad ones used the default built in instrument sounds that came with the program and just used it like a sequencer without changing anything whereas the good ones edited or designed their own instrument patch sounds using the ADSR and operator editor

  • @EmmaMtH
    @EmmaMtH Месяц назад +1

    Jon Miller, one of the creators of GEMS, passed away yesterday.

  • @Raditude
    @Raditude 26 дней назад +2

    “GEMS sounds bad”
    *proceeds to show us GEMS-based games with great sound*
    🤷🏼‍♀️

  • @markaccino1786
    @markaccino1786 Месяц назад +2

    Was expecting to know more about GEMS and not the games that used it

  • @Kimarnic
    @Kimarnic Месяц назад

    If you're reading comments
    Each time text shows up, there's a little horizontal line at the right side of the screen.
    Please fix, it's driving me crazy.

  • @EvilOtto580
    @EvilOtto580 Месяц назад +3

    You didn't really allow enought time for the details of the game music to be appreciated. Still, a nice video.

  • @luisedgarf
    @luisedgarf Месяц назад +51

    I also want to add that Japanese xenophobia and racism against western developers was also a fact for Sega (and other Japanese developers of the time, like Nintendo) to withhold vital development information for their consoles to non-Japanese creators, hence why Sega had to develop a low-rent solution for western developers to create music.

    • @eucalipto9724
      @eucalipto9724 Месяц назад +14

      i think thats gatekeeping information to maintain and defend their position in the gaming industry (a common corporate practice in all industries), more than "xenophobia and racism" tbh... but you can interpret it as you want

    • @luisedgarf
      @luisedgarf Месяц назад +9

      @@eucalipto9724 Maybe you are right, but keep in mind, at least in the 80s and 90s, it was considered "normal" (at least in that era) for Japanese VG companies to withhold the complete information of their consoles to western developers, while the Japanese ones had complete access of that info without any problems, partly because of the aforementioned problems, and partly because they thought western developers were inferior to them, a feeling shared with many people, including western players, in that time.
      This kind of mentality was the reason why many people mocked (and with a good reason, at least in this case) the Atari Jaguar, an American console, and the MAIN reason why the Xbox brand had an uphill battle at first in order to show that an American console can produce good games.

    • @chillbizz74
      @chillbizz74 Месяц назад +1

      That is so petty of Japan, I thought they were ok but not this low.

    • @jamesprumos7775
      @jamesprumos7775 Месяц назад +8

      Then of course you have Sega of Japan jealous that the console was successful in North America and not Japan, so they made the Saturn specifically to appeal to Japan at the expense of other markets...

    • @n3onkn1ght
      @n3onkn1ght Месяц назад

      I find it hard to believe a company founded by Americans to serve US military bases in Japan would be racist against Americans.

  • @Slime_Bull
    @Slime_Bull Месяц назад

    What's the name of the background music at 10:41 and 12:59
    Or maybe a link :)

  • @cinestubborn
    @cinestubborn Месяц назад +3

    that sound effect of "Here we go" when Grant sits on Rapture is quite funny!

    • @pojr
      @pojr  Месяц назад

      Indeed lol. Jurassic Park had some funny sounds and weird voice synthesis.

  • @superstefanmaker2483
    @superstefanmaker2483 23 дня назад +1

    You forgot the absolute worst Genesis song that was possibly done on Gems
    The Fun House level from the Spiderman the animated series game on the console
    You gotta listen to it to believe it
    Like what happened

  • @bon7029
    @bon7029 Месяц назад +1

    There is a video by one of the programmers of Toy Story that shows how they pulled off with an impressive game, both video and music.

  • @The_Future_isnt_so_Bright
    @The_Future_isnt_so_Bright 26 дней назад

    Dr Robotnik's theme from Sonic Spinball is the theme to all my nightmares. Its one of the darkest boss themes ever, and I love it.

  • @crummylion
    @crummylion Месяц назад +1

    Nvm the fact Tommy Tallarico is a hack, but his work (or whoever was working for him...) on Earthworm Jim was excellent. Rare instance where the Genesis version was better than the Snes version.

  • @jc_dogen
    @jc_dogen Месяц назад +1

    nightmare circus and comix zone are my favorite and imo the best gems soundtracks. it was a slightly janky driver, but it exposed almost all of the features of the hardware. the limitation, as it is often, was the user. and for whatever reason few american game composers were interested in mastering fm synthesis despite japanese games consistently showing them up in terms of audio.

  • @jakeconer
    @jakeconer 21 день назад

    What funny about Taz Escape from Mars is that it’s a sequel to Taz Mania which not only also used GEMS but it was made by Recreational Brainware who made GEMS. And it was there only game they made. Ironically enough the music was pretty bad. Although they did outsourced the music to Nu Romantic who also known for the music on Chakan the Forever Man

  • @anon_y_mousse
    @anon_y_mousse Месяц назад

    I still need to find a copy of that Garfield game and Taz 2, but I played the heck out of Jurassic Park when I was a kid, as well as the slightly better Rampage Edition, and I love Taz 1. Gave me a bit of a chuckle when you said that you liked the river section of Dr. Grant's levels on JP, because that was the level that almost killed me. It took me months to finally get past that river and I had already beat the game as the raptor twice.

  • @cappa310
    @cappa310 Месяц назад

    The comments that I have posted in the past were either questions about the videos, or suggestions on future videos.

  • @iCABALi
    @iCABALi 22 дня назад

    Japanese Devs for SEGA also had an edge with FM sound because the Mark III/Master System in Japan utilised FM sound.

  • @SkyPalaceHub
    @SkyPalaceHub Месяц назад

    I personally wanna highlight one particularly underrated game company in terms of game music on the Genesis that didn't use GEMS: Krisalis Software.
    Pretty often you'll see games made by different companies, but had their sounds outsourced to Krisalis, with music done by Matt Furniss, using a custom sound driver programmed by one of the founders of the company, Shaun Hollingsworth.
    If you listen to the catalog of Genesis music from Matt Furniss, a lot of them sound pretty different from each other, and all seem to fit the mood and aesthetic of the game; highlighting both the versatility of the sound driver and how talented Matt Furniss is as a composer.
    They also did music for Master System and Game Gear games, where the versatility of the sound driver is also shown there as a few of them made use of square waves as drums and the noise channel as bass; resulting in some pretty unique sounding music for those two systems

    • @iwanttocomplain
      @iwanttocomplain Месяц назад

      How interesting. Completely coincidentally, I just asked a youtuber from an osciloscope video of an sms track how they made noise into bass and they explained and I nodded politely. I just like fancy words even if I don't understand them. ruclips.net/video/M0SZX9sumd0/видео.html

  • @Swenglish
    @Swenglish 25 дней назад

    Even to this day, sculpting decent sounds with FM plugin synths on a modern computer can be unwieldy. It makes sense that a lot of musicians back in the day would default to using the available presets (and it makes sense that the programmers who made the software didn't make phenomenal presets). Different skills. I wouldn't blame the software, nor the musicians. It takes time to get good at a whole new system, and FM is not intuitive unless you force an intuitive UI onto it, which is difficult in itself.

  • @electropartycat
    @electropartycat Месяц назад +1

    Now we need a Sega GEMS fart noise supercut compilation.

  • @shaylanmackay3930
    @shaylanmackay3930 25 дней назад

    hey Pojr did you ever play movie batman 1 game on the genesis? just Curious

  • @SpongeMagic
    @SpongeMagic Месяц назад +1

    A bad artist blames his tools. GEMS in the hands of people like Howard Drossin sound pretty good. Also western composers like Jesper Kyd and Tim Follin did some fantastic work for it. And just because it's a Japanese developer doesn't automatically make it good. Sonic Eraser and the Japanese version of Phantasy Star II, anyone?

  • @MegaManNeo
    @MegaManNeo Месяц назад +2

    Sonic Spinball is one of the weaker GEMS games probably but I find it to find the style and atmosphere well.
    Spinball in general is one of the games I like despite everyone seems to hate it.

  • @TheLastLineLive
    @TheLastLineLive Месяц назад +3

    Good ol fart sounds 😂
    Yeah, you had a composer that didn’t know what they were doing if they got that.

    • @pojr
      @pojr  Месяц назад

      100% true. It was up to the user.

    • @MaxAbramson3
      @MaxAbramson3 Месяц назад +1

      There's a simple standard for figuring out whether or not a tool is well designed or not. If the average creative cannot get good work with that tool, then it's bad.

  • @videogameobsession
    @videogameobsession Месяц назад +1

    Please consider using a pop filter to dampen sibilant frequencies. Words ending with S can be very jarring for those who listen to your videos with headphones. Just some small audio filters can go a long way to helping your channel become much more popular. Good luck with your future subscriptions. I'm sure you will hit your goals if you continue to improve your skills.

  • @Vanessinha91Pucca
    @Vanessinha91Pucca Месяц назад +1

    I still dont get why Sega just made documentation about the native FM sound driver instead of GEMS

    • @Silanda
      @Silanda Месяц назад

      Because they wanted non-programmers to be able to write music (i.e. most composers).

    • @Vanessinha91Pucca
      @Vanessinha91Pucca Месяц назад

      @@Silanda But it's a synthetic music chip, sadly ppl need programing skills to do music back then.

  • @caiolopezcomz
    @caiolopezcomz Месяц назад +2

    I normally really like your videos, but this one felt like it was written by chatgpt near the end. Was it?

  • @sf-human
    @sf-human Месяц назад +1

    The most infamous example for GEMS is probably Super Mario World 64.

  • @videogameobsession
    @videogameobsession Месяц назад

    The music is the least problematic issue with Fantasia. It's certainly not the worst Genesis game there was, but the fact that Sega Japan had hit such a high bar with Castle of Illusion, had people's expectations very high. Instead of making GEMS for western publishers it would have been a better idea for them to offer help with their sound creation and translated SDK notes which helped so many Japanese Mega Drive composers. The only good GEMS sound were from more technically advanced companies, such as Shiny/Virgin (David Perry), and (Donald Griffon, who was key in changing many of the default GEMS sounds and PCM samples to help it sound MUCH better. Though Tommy Tallarico is the one who always gets the credit for those games.

  • @marcmoore7724
    @marcmoore7724 Месяц назад +1

    Arguably Bubsy is actually known for good music on the SNES, but the point does stand because the Genesis version did not sound all that great

  • @AltimaNEO
    @AltimaNEO 25 дней назад

    You can tell it's GEMS when the music is trying to sound like sampled instruments, like the SNES. Games that don't use it take advantage of the fm synthesizer.

  • @Chris13586
    @Chris13586 23 дня назад +1

    The bubsy games actually have a nice soundtrack on Super Nintendo, but the Genesis version can’t hold up :/

  • @cuttinchops
    @cuttinchops Месяц назад +2

    Damn, was hoping to see GEMS in action!

  • @MoltoRubato88
    @MoltoRubato88 Месяц назад +1

    2:45-2:48 Actually, Fantasia used an audio driver that was pre-GEMS. It still sounded horrible, for sure. I should know because I was one of the kids growing up in the 90s who had the great misfortune of playing that mess of a game and having to listen to the awful synthesized musical arrangements.

  • @Gary_Hun
    @Gary_Hun 16 дней назад +1

    It has a user interface, but GEMS is a sound engine, not a "music program".

  • @AmberShort
    @AmberShort Месяц назад

    I got my hands on a copy of GEMS. I must say that it is very different and unique than most music programs. I had spent some time learning it and came up with something decent. FM is tricky to work with so it has a learning curve. I think most developers just couldn't take the time to learn FM thus we have a set of presets that are ready to use from GEMS. At least that's what I believe.

  • @thedinobros1218
    @thedinobros1218 Месяц назад +1

    Honestly, I feel like GEMS was a pretty good program, it only makes fart noises or sounds bad when it isn’t used properly.

  • @crimsonlion100
    @crimsonlion100 23 дня назад

    You're gonna crush 20k bro. I can see, your channel is about to EXPLODE.

  • @Midekai
    @Midekai 18 дней назад

    Aint the tools, it's how ya use it! GEMS users really were put to the test with such an FM based sound program and hardware. FM happens to be some of my favorite class of synth and plenty of music apps have at least one of these FM capable VSTs with it

  • @h.h.808
    @h.h.808 Месяц назад +7

    Wait, this video is about in game music, but where's the comparison of music or music at all? Just short reviews about many not so good games. :(

  • @bizarroeddie1
    @bizarroeddie1 Месяц назад +1

    some games were identical to the Snes counterparts, but the music was so awful, they were considered inferior just because of that.
    That Death of Superman game had good music on Super Nes but on Genesis it sounds like someone just experimenting with a keyboard while drunk, it's so bad.

  • @DJSpaceRetrotunes
    @DJSpaceRetrotunes Месяц назад

    Oh, the GEMS sounds.. Great video man! As for these Jurassic Park games back in the day, I never understood the concept where you can play as Alan Grant or a velociraptor. What's the point? Could you imagine other games did that? Terminator 1 game: Play as Kyle Reese or the Terminator. Alien: Play as Ripley or the Alien 🤣 ...yeaah it would be fun!

  • @SendyTheEndless
    @SendyTheEndless 27 дней назад

    I'm sure the program gave access to all or nearly all of the FM sound chip's parameters. A good team will create their own presets and instrument templates to tweak into various non-fart-based sounds. FM synthesis is versatile but some experience is definitely important.

  • @JB-mm5ff
    @JB-mm5ff Месяц назад

    Cool vid concept. Would like to see similar concepts -- family basic, dev tools, etc for nes/snes/etc

  • @MaxOakland
    @MaxOakland Месяц назад +2

    To me it sounds like the bad GEMS music was made by non-musicians. The way the songs are written are very odd but not in a good way and they don’t even sound like the instruments are playing together
    My guess is GEMS isn’t exactly the problem

  • @Tricob1974
    @Tricob1974 25 дней назад

    Once it was known that GEMS was used for the Genesis port of Action 52, GEMS started to become the target of hate from a lot of gamers. I've seen the list of GEMS-based games, and it's very much a mixed bag. I unveiled the existence of GEMS by pure accident; I was doing research on the only Awesome Possum game, and the sound engine was credited as GEMS. The game engine has framerates that go from 30 FPS to 0.5 in a split second, and the digitized sound is purely to blame, it appears. You can get better performance by disabling the Possum phrases in the menu ... and many people did.

  • @Wyrdwad
    @Wyrdwad Месяц назад

    "The music is some of the worst I've ever heard on a console." (proceeds to illustrate this point with an entirely decent-sounding Genesis rendition of The Sorcerer's Apprentice)
    ...Seriously, having never heard the music from Genesis Fantasia before, I'm trying to figure out what's wrong with the track you played as a sample there -- it's recognizable, competently paced, and uses instruments that have both dynamic impact and playful appeal. It's not a match for the version played in the movie, but as game BGM, it's honestly everything I could really hope for from a console version of The Sorcerer's Apprentice! I'm scratching my head trying to figure out what makes it "the worst you've ever heard on a console."
    Also, you bring up Bubsy not being known for its music, but... Bubsy 1, on SNES at least, has a pretty darned good soundtrack IMHO! The final stage theme in particular -- the Woolies' spaceship -- gets randomly stuck in my head a lot.
    Never listened to the Genesis version for comparison, and I'm sure I wouldn't like it as much (I rarely pick the Genesis version of a soundtrack over its SNES counterpart), but I should do so and see if they managed to at least hold their own with it.
    Definitely a game with an underrated soundtrack, I'd say -- and an underrated game in general, for that matter. I will die on the hill of claiming that Bubsy 1, at the very least, is actually a pretty fun and rewarding game, which I legitimately played to completion and thoroughly enjoyed as a kid.
    EDIT: Wow, just gave a brief listen to the Genesis Bubsy OST, and... yikes. Yeah, they REALLY didn't put any effort into that whatsoever! Do yourself a favor sometime, and listen to the SNES OST for comparison -- particularly the final stage theme, "Day the Wool Stood Still." And remember, as you listen to it, that it's a space-themed level where you're on spaceships and out in outer space for most of the stage... and yeah. It's just a really catchy theme! Not going to be winning any awards, but I always found it appropriately "epic" in scale and tone.

  • @HandscharGeorgeCostanza
    @HandscharGeorgeCostanza 19 дней назад +2

    I’m sorry but I’m gonna echo the sentiment in the comments already here, there is basically no interesting information on the music here, and I don’t think people clicking on this care about these random games or their mechanics.

  • @thenoseguy
    @thenoseguy Месяц назад

    Talking about Earthworm Jim's music and not using New Junk City as an example is criminal

  • @jiminboo
    @jiminboo Месяц назад +3

    A.k.a. The “wet farts” sound font.

    • @pojr
      @pojr  Месяц назад

      You're not wrong with some of the games lol

    • @jiminboo
      @jiminboo Месяц назад +1

      @@pojr Dude, there’s one game… I don’t remember which one… I think Gamesack covered it, but the soundtrack basically sounded almost entirely of wet farts… hilarious 😂

  • @N3Selina
    @N3Selina Месяц назад

    i am in the same boat with FM music. the NES is just way easier to program music for. that's the reason most SEGA 16-bit osts i love are from SEGA themselves. Castlevania Bloodlines is a huge exception. and ... also the simpsons, for some weird reason...

  • @fintux
    @fintux 29 дней назад

    Nice video, though I would have liked to hear also some examples of the music from games not using GEMS for comparison.

  • @Sly88Frye
    @Sly88Frye Месяц назад +1

    12:11 Okay that one sounds way better on the Super Nintendo. Anyways thank you for this video I now know why some music just sounded so weird on the Genesis. I mean I already knew that the Super Nintendo had better sound quality than the Sega Genesis that is for sure but it sucks that on Sega they had to deal with such limitations. At the very least a lot of companies seem to have been able to make the most out of the software though
    12:31 Oh yeah but earthworm Jim that game surprisingly I find the music to sound a lot better on the Genesis than on the Super Nintendo but then the sequel earthworm Jim 2 sounds a lot better on the Super Nintendo than the Genesis.

  • @mahbodkaramoozian6409
    @mahbodkaramoozian6409 Месяц назад

    GEMS is more technically powerful than you think. More powerful than SMPS which was used to make the sonic soundtrack. It had crispier samples with no interrupt, Ext. Ch3, SSG-EG, and an actual sequencer. These things were and still are taken for granted because of composing skill issue. Just take a look at Toy Story or X-Men II.

  • @YujiUedaFan
    @YujiUedaFan Месяц назад

    When I think of GEMS I think of Sonic Spinball. The Options music is the worst offender in the game and it sucks since under that rough, crating exterior is a nice melody. Though I'd argue it actually fits the game, since the opening levels take place in a dirty sewer and a run-down looking factory.