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This is soundtrack for Pyron, a full-length NES game I've been programming since 2011, using Simon's Quest as a base. Videos of the game can be found on my [url=http://www.youtube.com/user/Optomon]youtube channel. The NSF soundtrack has a different game as a base engine, Snake's Revenge. This was to create extra room for zero page memory, which Simon's Quest's game engine hogs a lot of.
Anyway, there were 10 major tracks planned for this game, 9 of which I have now finished sequencing (the ending theme is not done yet). The game will be finished hopefully by the end of this year. I've been putting my life into this game. The idea was to make it sound like an authentic NES soundtrack much like the Japanese would have done circa 1990.
On a side note, I did not use famitracker to compose this. It was composed in a hex editor, much like the majority of the game is being programmed.
Track listing:
1- Title theme
2- Overworld "Starlight"
3- Area 1 "The Surface"
4- Area 2 "Blue Sands"
5- Area 3 "Acid Jungle"
6- Area 4 "Gelatinous Gore"
7- Area 5 "Electric Membrane"
8- Area 6 "Death Hollow"
9- Boss Theme
Good work so far. Some small things stuck out to me though and I hope you'll find these (nit-picking?) suggestions helpful.
-Title theme needs more variation; feels like it repeats the same stuff too often and it gets boring quickly.
-Area 4 felt like the weakest song on the soundtrack over all. Perhaps consider adding an arpeggio on channel 2 or something to make things more interesting, and shift the triangle bassline up an octave to make it more audible.
-Area 6's bassline could use some more variation. For the entire song you have it playing pretty much this exact pattern:
Track #1 is actually my least favorite song, and probably the only one I'm going to retool (particularly the sampling), something I don't generally do when I make soundtracks, but I feel this one warrants it.
Track #8 is the next track that has the potential for some minor retooling if necessary, namely the static bass and drums. With space winding down in the nsf bank of the rom, I designed it this way to save memory, as it was the last of these that was sequenced, and figured the squares might be interesting enough to make it passable. But a couple of slight variations for the bass probably wouldn't hurt it too much, or possibly a little dynamics in the middle frame.
The rest will stay as is, unless something is completely unacceptable. Track #9 has a relatively akward loop back to the start, and catches me off guard sometimes. Feels like a cheap compromise to return to Part A, but I don't feel like someone is going to hurl every time they hear it.
I agree with Shywolf about track 4, but I actually like track 6. As for track 8, I could imagine the bass actually picking up during your arpeggio sequence & transforming into something something bigger.
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