@@elgooGmirrorExiststhat’s not true. It was only for one of their games that they had to do It. They had a super famicom and a super Mario world cartridge. How else do you think he would be able to add all the little details to every level or sprite?
I unironically love this soundtrack. Now I can see the waveforms and everything, it's interesting how bizarre it really is. It's got some really good things like the pulse drums, the alternating pulse widths for a noise-like effect, and the combination of the pulse and triangle waves to make an entirely new sound. But then there are the mistakes, like the triangle often being at the exact frequency range to sound too high pitched to be bass but just sounds shitty as anything else, and the horrid sustained high-frequency low pulse width notes that kill your ears. I don't know what to feel except love
my estimate is that the engine they use inputs the bass one octave higher than it should (most likely due to it trying to be consistent with the "one octave too high" pulses) and the triangle doesn't stop when it should (they likely reused instruments that don't go to volume 0 to stop, anything except 0 on tri is full blast sound)
The main issue is that a lot of the instruments are off key. The most obvious example to me would be the Spring Yard from Somari where the triangle wave is like half a semitone too sharp and sounds awful.
This simple vibrato gets wider as gets higher and NES note registers get alot less precise. and they really abused those high notes, so its not too much the engines fault...
@@doctorfang1578 That's true, but in that case you can opt to just not putting vibrato on very high notes in the first place. The vibrato implementation is still odd though, and Zelda 2 is actually another one of those games, where the vibrato is not smooth, but instead the pitch jumps between two extremes.
@@vuurniacsquarewave5091 That is the best solution... just don't do it and it will be fine. I think the original developers "wrote around it" instead and the Hummer Team didn't realize. The portamento and crunchy volume envelopes add extra spice 10:44 Zelda 2 is wobbly. but I think they can get away with it a little bit because they know how to use other than 12.5 and doesn't vibrato bass
Just a fun fact:the ending theme sounds strange because it’s based off the Tagin Dragon title scene. Ironically, both games had the same composer. Roland cheng.
I gotta say though, more advanced graphics (namely extra colors) aside, SMW is really doable on NES, due to how simple the game is. The issue with adding yoshi was due to them really being terrible at coding. (Rare made fun of this a lot) Yoshi barely requires a mapper, just a good PPU handler so there is little flickering. Also Nintendo was insistent on 256k U/NROM and very small MMC3 boards, coupled with their spaghetti code, really limited their abilities. Many other games at the time allowed one to ride other characters, such as the flying pigs in Battletoad's Stage 1, and even Mario is Missing (both games mentioned are NES version, btw) where Luigi would ride yoshi to move around faster. What this concludes is that Hummer Team did a really basic port, if someone was willing to spend the time they could really do a proper SMW port with little loss of integrity and features, despite the "inferior hardware" claim
@@pentiummmx2294 that has absolutely nothing do with the quality of a game or its music. Hummer Team had a low budget and didn't know what the fuck they were doing.
@@palaceswitcher Reason it sounds a bad for me. No DPCM. DPCM can do better drums. But as you said they're on low budget, it's impossible to have that in bootleg game!
Hummer Team, the guys who made all these, reused their same instruments over and over and over again. Maybe they couldn't think of what instruments to use in their second game, so they just decided to use these instruments again.
The engine is limited (Why did they pick this???) but people give Cheng too much credit... Many parts are exactly wrong They are so wrong that this could not be copying exactly. He must have listened before and put it down from memory. Valley of Bowser is badass though.
@@MCDreng Wait is there a q&a with holland? I need to see it. (Holland is the actual name of Hummer Cheng hummer is just a huh I forgot the word anyone tell me in the replies what the word for it is?
Imagine if this bootleg's soundtrack was actually made by Jeroen Tel. Kondo's amazing compositions filtered through Tel's sound design style. All of the iconic melodies from SMW full of deep triangle bass and percussion, beautiful arps and duty cycling everywhere. JUST IMAGINE IT. The contrast between the quality of the music and the quality of the rest of the game couldn't get bigger than that. I think the closest we'll ever get to see this is in this video: ruclips.net/video/d37KMVC1UFk/видео.html
Just... Donut plains... That was my favorite song in the game... Ouch...
You can tell they tried, I seriously appreciate the dedication
did you mean to say dedication?
@@mikail.mp4 yuh
They also had to transcribe the songs by ear through an overseas phone line, hearing them only a couple times.
@@elgooGmirrorExiststhat’s not true. It was only for one of their games that they had to do It. They had a super famicom and a super Mario world cartridge. How else do you think he would be able to add all the little details to every level or sprite?
@@newsuperbowserworld Which game? I’m guessing Somari.
I unironically love this soundtrack.
Now I can see the waveforms and everything, it's interesting how bizarre it really is. It's got some really good things like the pulse drums, the alternating pulse widths for a noise-like effect, and the combination of the pulse and triangle waves to make an entirely new sound. But then there are the mistakes, like the triangle often being at the exact frequency range to sound too high pitched to be bass but just sounds shitty as anything else, and the horrid sustained high-frequency low pulse width notes that kill your ears.
I don't know what to feel except love
my estimate is that the engine they use inputs the bass one octave higher than it should (most likely due to it trying to be consistent with the "one octave too high" pulses) and the triangle doesn't stop when it should (they likely reused instruments that don't go to volume 0 to stop, anything except 0 on tri is full blast sound)
Yeah but Donut Plains though
DPCM can fix everything and it'll may sounds way more better.
Unfortunately it has no DPCM. :(
The main issue is that a lot of the instruments are off key. The most obvious example to me would be the Spring Yard from Somari where the triangle wave is like half a semitone too sharp and sounds awful.
this bootleg isn't too bad imo.
Fully functional Yoshi is actually really cool
The triangle in the intro sounds almost *exactly* like my phone vibrating which is very odd to listen to
04:16
- Why do I have to go to bed so soon?
- Well Like they say in Bootleg Brooklyn, "Early to bed, early to catch the worm"... or is it the bagel?
The sound engine they used (stole) has probably the most attrocious vibrato implementation ever. Despite that, this is relatively ok from a bootleg.
Yep, sadly those sound chips had no DPCM sample channel.
This simple vibrato gets wider as gets higher and NES note registers get alot less precise. and they really abused those high notes, so its not too much the engines fault...
@@doctorfang1578 That's true, but in that case you can opt to just not putting vibrato on very high notes in the first place. The vibrato implementation is still odd though, and Zelda 2 is actually another one of those games, where the vibrato is not smooth, but instead the pitch jumps between two extremes.
@@vuurniacsquarewave5091 That is the best solution... just don't do it and it will be fine. I think the original developers "wrote around it" instead and the Hummer Team didn't realize. The portamento and crunchy volume envelopes add extra spice 10:44
Zelda 2 is wobbly. but I think they can get away with it a little bit because they know how to use other than 12.5 and doesn't vibrato bass
Tell that to Marble Zone from Somari
Some of Tim Follin's best.
But seriously, I want to know the reasons why the requester asked for this.
14:16 - Taggin Dragon is that you?!
thanke oscilloscope daddy
btw is pulse 2 in valley of bowser song doing some high refresh rate pulse noise
Honestly a cool effect for such a mediocre soundtrack
Never knew there was a oscilloscope view of it!
Here We Go still sounds good in 8 Bit
Just a fun fact:the ending theme sounds strange because it’s based off the Tagin Dragon title scene. Ironically, both games had the same composer. Roland cheng.
I give them points for trying to port Super Mario World to the NES. That’s legitimately impressive.
There is a Super Mario Bros 3 romhack that added Yoshi in it.
I gotta say though, more advanced graphics (namely extra colors) aside, SMW is really doable on NES, due to how simple the game is. The issue with adding yoshi was due to them really being terrible at coding. (Rare made fun of this a lot) Yoshi barely requires a mapper, just a good PPU handler so there is little flickering. Also Nintendo was insistent on 256k U/NROM and very small MMC3 boards, coupled with their spaghetti code, really limited their abilities. Many other games at the time allowed one to ride other characters, such as the flying pigs in Battletoad's Stage 1, and even Mario is Missing (both games mentioned are NES version, btw) where Luigi would ride yoshi to move around faster. What this concludes is that Hummer Team did a really basic port, if someone was willing to spend the time they could really do a proper SMW port with little loss of integrity and features, despite the "inferior hardware" claim
@@forple8930 there would be minor compromise for some things (such as mode 7 effects or layer 2 ground tiles) but it definitely seems doable.
@@forple8930so, why couldn’t Miyamoto add Yoshi.
@@thedinobros1218they literally just said terrible coding. If you’ve ever looked at the code for Mario Bros., you know why.
1:50 *insert a creepy the end screen with a crying child and a creepy mario*
Greenio be like: hi
That was supposed to be Luigi not Mario, look at his hat
"underwater" sounds very good considering the quality of some other tracks on here, if only it could be on a better soundfont than just beeps
DPCM can make it better, unfortunately no DPCM. :(
10:49 i think they used an old nokia phone and just ported some sound over (if anyone still is on this video lol)
1:50 pain
At least these Chinese bootleggers tried their best.
NES/Famicom has its limitations
@@pentiummmx2294 that has absolutely nothing do with the quality of a game or its music. Hummer Team had a low budget and didn't know what the fuck they were doing.
@@palaceswitcher ook
@@palaceswitcher Reason it sounds a bad for me.
No DPCM.
DPCM can do better drums.
But as you said they're on low budget, it's impossible to have that in bootleg game!
@@pentiummmx2294
*cough* Follin Brothers, Jeroen Tel,David Wise....
Here we go! doesn't sound too bad
I'm trying to use this to annoy my sisters out of the room
The triangle wave fades out at 6:17, That’s cheating.
We fade *every* channel after 2 loops
We always do this
Vanilla Dome is great
Lyrics: Ow
The music at the beginning has some parts that remind me of Sonic Pocket Adventure
im scared
11:05 This sounds exactly like a middle school orchestra
Not cool, dude...
Donkey Kong Country on NES has better music.
The underwater and ending themes are unironically good tho ok
Because this one has no DPCM that's why it sounds a little bad to me..
They use the same exact sound engine and instruments.
Mom, my ears are bleeding!!
why was forest of illusion basically the only one to keep its feel and form.
5:01
Why is it that almost all Chinese bootleg NES games seem to have this exact very recognizable sound to them?
they all use the same sound engines which have been pitch tuned in extremely weird ways and that's why they're so easy to recognise
@@metarotta Yeah just compare this to, i donno, Mega Man 2 or Super Mario Bros.
They're all made by the same guys.
All the games by Hummer Team use this sound engine, which was stolen from some other game.
Hummer Team, the guys who made all these, reused their same instruments over and over and over again. Maybe they couldn't think of what instruments to use in their second game, so they just decided to use these instruments again.
...Did we ask for this?
I did.
@@forple8930 AND GOD BLESS YOU
@@forple8930 Blu Mari
Welf
@@theallknowingsause8940 z
The engine is limited (Why did they pick this???) but people give Cheng too much credit... Many parts are exactly wrong
They are so wrong that this could not be copying exactly. He must have listened before and put it down from memory.
Valley of Bowser is badass though.
One of Hummer Cheng's collaborators called him on the phone and played the music over the phone and he wrote the music by ear.
@@MCDreng Wait is there a q&a with holland? I need to see it. (Holland is the actual name of Hummer Cheng hummer is just a huh I forgot the word anyone tell me in the replies what the word for it is?
@@JaxCoolKartunes pseudonym. And I highly doubt his real name is Holland giving he is Chinese.
The omitted parts and wonky rhythms are what makes this port so fascinating and charming to me.
@@MCDrengthat’s false, he had an sfc and a smw cartridge
Somari next?
I actually think the awful sound engine fits well for the ghost house theme.
why. just why.
At least it's better than Fortnite
Those damn kids better get off your lawn
fortnite bad
"Fortnite bad minecraft give me likes pls"
whats sound 3 name is?
-Jeroen- -Tel- -could've- -done- -better-
Now you made me curious.
Imagine if this bootleg's soundtrack was actually made by Jeroen Tel. Kondo's amazing compositions filtered through Tel's sound design style. All of the iconic melodies from SMW full of deep triangle bass and percussion, beautiful arps and duty cycling everywhere. JUST IMAGINE IT. The contrast between the quality of the music and the quality of the rest of the game couldn't get bigger than that.
I think the closest we'll ever get to see this is in this video: ruclips.net/video/d37KMVC1UFk/видео.html
69 likes, sorry to put a dislike