DOWNLOAD IS AT THIS PAGE. SCROLL DOWN A BIT AND SHOUT THAT YOU CAN'T FIND THE THEME.
So I was bored and I created a Mega Man-styled theme. The theme is inspired from many Mega Man games and so are the techniques.
This song is not as stellar as tssf's Mega Man Medley, but still it introduces many techniques for Mega Man music starters, so there should most likely be something you can learn.In case the composers do not go effect-abusive.
Here is a list of the techniques/things I have used:
1) Lower volume one frame before next note (MM9, MM10)
2) Triangle toms (MM2 and onwards)
3) MM2-styled percussion pitch slide up
4) MM10-styled percussion pitch slide down
5) MM1/7-styled non-delay vibrato
6) MM2-styled non-delay fade-out
7) MM4-styled retrigger (Boss battle, Dr. Cossack 2)
8) MM9-styled retrigger (Dr. Wily 2)
9) Chords w/ two duty settings (MM2 and onwards)
10) MM5-styled 50% square echo (Fake Proto Man 1)
11) MM10-styled single-channel echo (Staff Roll)
12) MM3-styled chorusing (Top Man)
13) Pulsating tempo (MM3 and onwards)
14) Double channel echo (MM2 and onwards) (only in non-looping version)
15) Not-so-MM3-styled triangle lead (Needle Man)
16) Not-so-MM10-styled double square bass (Solar Man)
17) MM9-styled drum roll (Endless Mode)
Here is a list of the techniques/things I discarded:
1) Note cut one frame before next note (MM1, MM2)
2) Low bass notes (MM8, MM10)
3) High bass notes (MM2)
4) MM6-styled percussion pitch slide down
5) Square toms (MM2, MM10)
Definitely heard that MM10 staff roll-esque section you threw in there, this is pretty good nicetas! All of the subtle Megaman styles thrown in make for an enjoyable listening experience and demonstrates a great understanding of the styles. Well done.
Sounds good! Only complaint-I think the vibrato is too harsh.
edit: The vibrato sounds much better now (but still not perfect at the start of the song). I love all the new changes. This is just marvelous. I prefer to view this song as an original song for an original game--associating it with Megaman or Capcom just detracts from it (for me anyway).
Hey, another good composition. It follows the style of Mega Man 2 more than any other Mega Man game. One suggestion I have, is to use a different style vibrato, and it might sound even better. Though that's just one opinion from one person, so you don't have to listen to me. Anyways, keep up the good work!..
..Hmm... that intro sounds familiar... It kind of reminds me of a song I heard over three months ago...
Sounds good! Only complaint-I think the vibrato is too harsh.
Sorry but recently I have gone effect-abusive that sometimes I can't really control myself from making things too harsh. I need sometime to fix it.
Oh well, I also don't see that using the new style vibrato helps, so it has to be something to do with the commands themselves.
EDIT: There is only A-3 bugging me! I know how to fix the song now.
Dwedit wrote:
I heard a little bit of "Airman Will Not Die" in there.
Ironically, I was listening to Airman Will Not Die right before composing this song... and the idea suddenly popped out.
Tweaked the vibrato a lot as well as added a twist of non-Mega Man techniques.
When you see the newly abused 4xx commands, you might want to cry because there are so many of them, but thanks to a forum bug, you can't.
Too bad I did not abuse the Axx command.
I'm speechless. This is... Wow. 4+ minutes of awesome.
This could pretty much be used as a compendium of techniques, you know. I'm rather sad that Konami doesn't get as much attention as Capcom on this kind of matters, though. Is Akumajou Densetsu anywhere in your list of plans?
Also yeah, all those 4xx made me kinda dizzy. I also noticed many people around here abuse the speed commands...
F03
F02
F03
F02
F03
F02
Is it reeeeeally necessary? Maybe I need to listen to this without them to see what happens.
EDIT!: The same effect can be achieved with a speed of 3 and a tempo of 180 (to counter a tempo of 150 while using the F commands). Now, there must be something to object about moving the tempo like that, because I see the F02-F03-F02-F03 thing around quite often.
At high speeds this allows to get fractional tempo. The music updates every 1/50 or 1/60 second, all possible speeds depends from this fact. BPM in FamiTracker is virtual, it translates to these integer speeds anyway.
Swing speeds are necessary for some good jazz songs, yes, but this is definitely a constant speed.
In the Game Boy tracker I used, it didn't support tempo, so I had to shift speeds back and forth like this to get faster speeds. The only reason I can think of why these speed settings were used is because the S0x command doesn't work like it does in mods: It won't always cut that last frame before the next frame starts, only because FamiTracker will skip a frame to keep the tempo constant..though even this way should still be cutting frames.
It's probably got something to do with envelope precision as well, though.