Mr. Gabagool!
Mr. Gabagool!
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Mega Man & Bass - Burner Man Stage (ESFM Arrangement)
Burner Man's Stage theme from Mega Man & Bass (Rockman & Forte)
Original composer(s):
Toshihiko Horiyama;
Naoshi Mizuta;
Akari Kaida
I don't know which ones did which particular themes, but there you go.
~~~
Yep. More FM. Even after I say I'm in the mood to do PC-Engine and wavetable stuff, I just flock to another FM soundchip.
Also, funny that I break the Mario & Luigi streak right after a new game's been announced after 9 years... (no, remakes DON'T count)
...
ESFM. That's a chip I haven't used on this channel yet, so let me ramble on about it first.
Already off the bat, I seem to have made a bit of an error. It seems that sound chip may be a misnomer, as everywhere I search on it, it's always referred to as a soundcard (and no, I don't know the intricacies of all the differences between a sound chip and a soundcard, their purposes, designs, etc.).
I can't find very much about it (relative to the more popular Yamaha FM chips) but this seems to be a nice resource if you want to be more knowledgeable on the ESFM: github.com/jwt27/esfm
As for my experience with it in the last month, I've come to really like it. In terms of instrument design, it's the most interesting chip (card?) I've messed around with, yet!
...
So, there are 18 channels, and 4 operators per channel/instrument, like the Genesis/Mega Drive. Where things get unique is in how the operators function. Like with the OPZ, each operator has 8 potential waveforms:
sine
half-sine
absolute sine
quarter sine
squished sine
squished absolute sine
square
derived square
(The OPZ's differ, though, for the most part.)
...
What's more, each operator has an Output Level that affects whether it's a modulator or a carrier, and how it connects to the other operators. This is similar to the Operator Algorithms of the Genesis, but it's far less limited. Where the YM2612 gets 7 set algorithms, ESFM has a lot more variation that can be explored by the programmer.
I think ESFM may've already become my favorite FM-based sound chip to work with (so far) even more than my beloved YM2612! (Eat your blackened heart out, OPL3). There's only one teensy inferiority ESFM has over the Genesis, and that's a lack of any PCM-based playback (but I can overlook such a setback, maybe)
I'm not complaining, exactly. I know I could simply add my own Generic PCM DAC channels (thank you for being very based and making Furnace so good, tildearrow) but that defeats the purpose of comparison to the other chips based off their own merits. And two channels of sample playback is something the Genesis has that ESFM lacks. (Also the CSM timer, but I haven't found the greatest usage out of it, yet...)
Anyways, I guess all I'm trying to say is that FM synthesis is based, no matter what, and that it's cool that there are so many different ways to compose with it.
There are a LOT more things I could talk about, but I needn't waste all 5,000 of my precious, limited characters on the means of the track's production. Let's talk about Mega Man & Bass, the track itself, and the original two versions (SNES vs. GBA).
~~~
I've played Mega Man & Bass twice. Once as Mega Man, and immediately afterwards, once as Bass. I actually kinda like Mega Man & Bass, despite not being the biggest fan of the Classic series. (The ratio of X to Classic stuff on this channel should say as much (poor Zero series))
Burner Man's stage, though, I found to be a bit more annoying than a lot of the others (but certainly not more than the latter two King stages). The part at the end with the giant napalm Telly burning down the forest juxtaposed with the really cheery music always gives me a laugh, though. (Damn those insta-kill flames)
On the subject of music, the MM&B soundtrack is one of my favorites, not just for the Classic series, but for all of the Mega Man series(es)! Both are really good, but I go back to listen to the GBA version far more often than the SNES version. I definitely have a preference, and Burner Man's stage theme is no exception. Either choice is a good listen, though. Burner Man's may be my favorite of the stage themes!
I wanted to include elements of both tracks, though, so the pounding brass of the 7th channel is based off of a channel that only goes used in the SNES version. The octaves of the organs are the lower-pitched GBA versions. The bass's timbre is also based off of the GBA version, which uses this funky waveform on the GameBoy part of the sound chip.
~~~
Made with Furnace Tracker 0.6.5 (audio) and Corrscope (video) : )
ESS ES1xxx series (ESFM)
(Nothing to configure)
___
Base Tempo: 150
Speeds: 6/6
Virtual Tempo: 152/150 (152 BPM)
Tuning (A-4): 440
Here Furnace, btw:
github.com/tildearrow/furnace/releases
And here Corrscope, btw:
github.com/corrscope/corrscope/releases
Here's a Google Drive link to all of my Furnace-made tracks, btw:
drive.google.com/drive/folders/1dgBa69je4mzN_VDXnDkIrzGtrvR2GJv-?usp=sharing
5,000 character limit go br-
Переглядів: 83

Відео

Mario & Luigi: Bowser's Inside Story - Tough Guy Alert (Genesis Arrangement)
Переглядів 9202 місяці тому
"They're Pretty Tough! Should We Be Careful?" aka "Tough Guy Alert" (Boss Battle Theme) from Mario & Luigi: Bowser's Inside Story. (They're Pretty Tough! Should We Be Careful? makes for a way too long feckin' title, but it's the only true name for this theme in *my* heart) Original composer: Yoko Shimomura A third M&L track in a row?! Yeah.. I'm *still* in a very Mario & Luigi-ish mood right no...
Mario & Luigi: Superstar Saga - Come On! (Genesis Arrangement)
Переглядів 2,3 тис.2 місяці тому
Come On! (Battle Theme) from Mario & Luigi: Superstar Saga. (Technically, this takes cues from the DX version from the 3DS remake, but "Mario & Luigi: Superstar Saga Bowser's Minions - Come On! DX (Genesis Arrangement)" is a way too long feckin' title) Original composer: Yoko Shimomura Another M&L track already? Yes. I'm in a very Mario & Luigi-ish mood right now... ... So I decided to one-up m...
Mario & Luigi: Partners in Time - Koopaseum (Genesis Arrangement)
Переглядів 1763 місяці тому
Koopaseum theme from Mario & Luigi: Partners in Time. Original composer: Yoko Shimomura Once again, long time, no see. (I was just being lazy :P) Except... actually, not really. Ever since I finished the X68K Bomberman Rearrangements, I've been honing my craft and really *really* got deep into pushing the YM2612 to its limits. Day after day, I would make unique FM instruments and abuse them wit...
Game Over (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 835 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Game Over - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 625 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Player Out (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 2125 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Player Out - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 2425 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Battle Victory - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1325 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Battle Win - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 575 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Battle Draw - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 305 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Battle Theme - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1345 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Staff Roll - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1495 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Ending (Part 2) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 475 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Ending (Part 1) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 505 місяців тому
I spent 7 hours waiting for all of these tracks to be exported from Furnace, then being rendered in Corrscope, so I don't really feel like writing my usual long-winded description, right now. I'll do it later (probably).
Stage Clear - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 505 місяців тому
Stage Clear - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Final Boss (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1315 місяців тому
Final Boss (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Final Boss - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 685 місяців тому
Final Boss - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Final Battle Intro - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 435 місяців тому
Final Battle Intro - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Boss (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 905 місяців тому
Boss (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Boss - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1715 місяців тому
Boss - Bomberman (PC-E) (Sharp X68000 Rearrangement)
BGM Invincible - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 615 місяців тому
BGM Invincible - Bomberman (PC-E) (Sharp X68000 Rearrangement)
BGM 3 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1195 місяців тому
BGM 3 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
BGM 2 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 2035 місяців тому
BGM 2 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
BGM 1 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1035 місяців тому
BGM 1 - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Stage Start - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 465 місяців тому
Stage Start - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Map Screen - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 655 місяців тому
Map Screen - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Introduction - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 485 місяців тому
Introduction - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Title (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1285 місяців тому
Title (Unused) - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Title - Bomberman (PC-E) (Sharp X68000 Rearrangement)
Переглядів 1215 місяців тому
Title - Bomberman (PC-E) (Sharp X68000 Rearrangement)

КОМЕНТАРІ

  • @kellymountain
    @kellymountain 19 днів тому

    QUALITY. TOP NOTCH. FAN-TASTIC

  • @zacharyk.2766
    @zacharyk.2766 Місяць тому

    Sonic & Tails: Eggman's Inside Story

  • @nintendude794
    @nintendude794 2 місяці тому

    Was expecting Press Garden from Sonic Mania xD

    • @Mr.Gabagool
      @Mr.Gabagool 2 місяці тому

      Every time I see the words "Press Factory", I still can't help but think of Press Garden. lel

  • @nintendude794
    @nintendude794 2 місяці тому

    Good work

  • @zacharyk.2766
    @zacharyk.2766 2 місяці тому

    This is Fire!!!! (and Thunder) 🔥🔥🔥⚡⚡⚡

  • @paulgilbert5278
    @paulgilbert5278 2 місяці тому

    Funky

  • @user-fh7di8st6l
    @user-fh7di8st6l 2 місяці тому

    amazing

  • @theamazingmeh1759
    @theamazingmeh1759 2 місяці тому

    Sega does what Nintendont

  • @raizeprime
    @raizeprime 2 місяці тому

    oh shit certified banger

  • @Drumosis
    @Drumosis 2 місяці тому

    Oh yeah just a curious question how much would I need to pay just to see how you would make it or like all the notes

    • @Mr.Gabagool
      @Mr.Gabagool 2 місяці тому

      I'd do it for free. Most of my older works' transcriptions are on the DefleMask forums, back when I used it. Since I started using Furnace, and it didn't have any sort of dedicated forum, I just never got around to using any sort of standard file sharing. I guess I'll look into it, now, though. : )

    • @Mr.Gabagool
      @Mr.Gabagool 2 місяці тому

      drive.google.com/drive/folders/1dgBa69je4mzN_VDXnDkIrzGtrvR2GJv-?usp=sharing That oughta do it, methinks. All of my Furnace tracks are here in this folder. Of course, you'll need FurnaceTracker to open them, but I always have a link to Furnace in my descriptions.

    • @Drumosis
      @Drumosis 2 місяці тому

      @@Mr.Gabagool ooooh thank you sm you actually don't know how much you helped me 😄

    • @nintendude794
      @nintendude794 2 місяці тому

      @@Mr.Gabagoolawesome! Greatly appreciated!

  • @Drumosis
    @Drumosis 2 місяці тому

    Dayymmm I wish I could make it this good

  • @teetheater9121
    @teetheater9121 2 місяці тому

    YASSSSSSS🫡🫡🫡🫡🫡

  • @teetheater9121
    @teetheater9121 3 місяці тому

    BRILLIANT !

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice rearrangement of the Sharp X68000 soundtrack!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice rearrangement of the Sharp X68000 soundtrack!😄🤩😎👌 By the way, why does the OPM show 9 channels instead of 8?🤨🤔🧐

    • @Mr.Gabagool
      @Mr.Gabagool 5 місяців тому

      The first channel (top left, very colorful) of every theme is the oscilloscope view for the whole track. So, at most, there will be 10 tracks shown: 8xFM Channels + 1xOKI MSM6258 + 1 for every track combined. Though, many themes don't use all of the channels, so you'll see even less later on. Also, thanks for commenting! Also also, I feel like I see you a lot in comments sections. : )

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice rearrangement of the Sharp X68000 soundtrack!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice Megaman X Soundfont SNES cover of the song!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice Sega Genesis cover of the song!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice PC Engine cover of the song!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice OPM+DACx7 cover of the song!😄🤩😎👌

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice DACx13 Megaman X2 cover of the song!😄🤩😎👌 Although why didn’t you use the SNES sound chip for the cover instead, since the MMX2 Soundfont came from a SNES game?🤨🤔🧐

    • @Mr.Gabagool
      @Mr.Gabagool 5 місяців тому

      I didn't use the SNES chip because it only has eight channels, and using the Generic PCM Channels with either cubic or sinc interpolation sound identical. I suppose I could've used the actual SNES chip, but I just wanted to make a more accurate-to-Redial arrangement, and having 5 less channels would really hurt the percussion.

  • @ashkirby8896
    @ashkirby8896 5 місяців тому

    Nice OPM+DACx12, and nice use of goofy aah samples!😄🤩😎👌

  • @groovingood
    @groovingood 5 місяців тому

    What a good arrange

  • @Colour_roblox
    @Colour_roblox 6 місяців тому

    Ganbare goemon haha

  • @addysontrey3810
    @addysontrey3810 8 місяців тому

    'Promo SM'

  • @daftfur4902
    @daftfur4902 8 місяців тому

    AKA the Satan round in Puyo Puyo

  • @roiitzkovich4545
    @roiitzkovich4545 8 місяців тому

    I still prefer the OG. Press Factory is one of the best tracks in Superstars. This one feels a bit messy IMO.

    • @Mr.Gabagool
      @Mr.Gabagool 8 місяців тому

      Understandable. I like the chaotic energy, though. I admit, I'll never be one to make something sound clean. lel : )

    • @LunaMinuna
      @LunaMinuna 8 місяців тому

      Agreed I’m tired of people saying it’s bad

  • @Gabe_read_manga
    @Gabe_read_manga 8 місяців тому

    Good 👍

  • @jkhjtkjj194
    @jkhjtkjj194 8 місяців тому

    This Is awesome

  • @Evangelosz_Nagy
    @Evangelosz_Nagy 9 місяців тому

    UA-cam's algorithm sure is crazy sometimes. I stumbled across this by complete chance (well maybe not exactly on accident because I was looking at chiptune music...) but I really like this recreation. It sounds very close to the original and you even put some release on the notes too which I found was a nice touch. One thing I'm wondering about though, since I'm in the process of really falling in love with wave table chips ATM and I've been messing with a way for me to make PC engine music, is the PCM drums. Are those standard or did you have to do some sort of hack to get them in? I've been told that the PC engine can do 7KHZ PCM but I've never used it yet. BTW, being visually impaired, Furnace is pretty much a no go for me so the next best alternative is Husic which is an MML compiler (not sure if you're familiar with what that is), so maybe the implementation is different and I couldn't even use the PCM in this way if I wanted to.

    • @Mr.Gabagool
      @Mr.Gabagool 9 місяців тому

      The drums are standard for the program. With Furnace, all I did was add the .WAVs (Kick and Snare) into the song and apply them to a "Generic Sample" instrument type. (Using a "PC Engine" instrument type and checking "Use sample" functions identically.) I didn't even need to mess with sample rates, nor the samples themselves! (Btw, they're both 32KHz and 8-bit PCM) Furnace can read lots of different sample types, like 1-bit PCM, Q-Sound ADPCM, ADPCM-A & B, 16-bit PCM, etc. Funnily enough, I had both of samples in the first place because they came with DefleMask. :P They were both initially very quiet, and for some reason were (and still are) louder when played back directly in the sample editor, rather than within one of the channels. I don't know why, as I don't have much technical knowledge about sample playback. I had to amplify both of the samples by 400% to get them at an acceptable volume. Long and short of it is that it was dead simple playing back the samples. Unfortunately, I can't speak on Husic nor MML in general, as I have no familiarity with them. : ( It seems that you in the MML scene are quite the technical wizards, though. : ) I have to imagine, though, since (from what I've searched) what you're doing is putting in commands to directly control some form of audio hardware, that there shouldn't be any reason for PCM playback to be particularly difficult to use or implement. (unless you're using a chip with no PCM capabilities :P) Also, geez! I almost forgot to thank you after writing all of that! : )

    • @Evangelosz_Nagy
      @Evangelosz_Nagy 9 місяців тому

      @@Mr.Gabagool this comment might also be quite long, but it's very interesting hearing about the differences between how MML works vs trackers in general, so I hope I'm not going to overwhelm you with too much... I'm not so sure with the technical wizardry part lol. I'm in no way a programmer but MML is the one language(besides maybe HTML) that I understand and can read if I try hard enough. There's a lot of simplification going on behind the scenes just like there is on the graphical tracker side, so when you input a command you aren't doing it in some sort of crazy machine code (if you did have to do that then I'd be lost immediately). The things you can and can not do with a chip (even if it's possible in theory) are dictated by how that chip is implemented in whatever your compiler of choice is. So when I was talking about 7KHZ PCM, I said that because the manual for Husic made reference to it, but I didn't read up on it much further. It's sort of like how the YM2612 on the Genesis can play pretty much any rate of PCM but some MML compilers demand they to be at 8KHZ at all times with no exceptions, even though we know (for example from Sonic the hedgehog) that PCM can go way higher in rate than that. Digital audio in general, especially these weird formats, sound interesting to me. The kinds of formats that no one in their right mind would use nowadays but they used to exist for whatever reason. The closest I have to that is the DPCM on the NES which thankfully there are programs that can convert standard wave files to that format. When it comes to wavetables though, it does get a bit technical if you want to write them out in MML. I tend to think of waveforms like these, though, like tiny little audio files instead of just collections of numbers. In fact, with some help from other programs, I can take a very small part of an audio file and convert it into a PC engine or an N163 waveform. If it weren't for this set of programs, making music with chips like these wouldn't be very easy for me. This feels a lot more barable to me so far than FM synthesis, which would be my next thing to investigate. I've always wondered if there would ever be a way to make Furnace (or something similar to it) more screen reader friendly. Part of the reason why I use MML is because trackers are very graphical in nature, and a text file is a lot easier to work with in my case. Maybe if all of the editor parts with all their dialogue boxes were fully accessible without the use of the mouse or other workarounds I would try a tracker again, but as of right now there aren't too many that fit this criteria aren't the open MPT kind of just mostly mod file like trackers. I really like being bound by a particular chip and using only it's capabilities. It puts me in a position where I have to think about what I'm doing instead of making 64 channels for things I don't need like poliphony on a midi synth. Plus the sound capabilities are also a big factor in this.

    • @Mr.Gabagool
      @Mr.Gabagool 9 місяців тому

      ​@@Evangelosz_Nagy That's really neat. Unfortunate, though, how a chip's capabilities aren't necessarily tied to its original parameters, but to how it's implemented with a certain compiler. Not quite the same, but an interesting parallel you could make with chip-specific trackers is that they can implement the same chip in different ways through differing emulation cores. One implementation may strive to be cycle-accurate to the original hardware, while another decides to place emphasis on better performance and readability of its code. I'm all for obscure and outdated file formats! FM synthesis already seems far more complex than editing waveforms in a tracker format. I wonder how it would look compared to using wavetables in an MML... That would be such a nice development to make trackers more accessible. I love trackers so much because of how convenient they feel to use. There's just some sort of click between me and them.

  • @Mr.Gabagool
    @Mr.Gabagool 9 місяців тому

    Y'all're crazy. When I went to bed 9 hours ago, this had, like, 89 views... Now it's 7 shy of a 300 increase! You guys sure like your F-Zero and Chemical Plant, huh?

    • @raghugba863
      @raghugba863 9 місяців тому

      UA-cam's recommendations sometimes sure do wonders! Only sometimes though

    • @Mr.Gabagool
      @Mr.Gabagool 9 місяців тому

      Fo' real fo' real

  • @cryimgyoshi334
    @cryimgyoshi334 9 місяців тому

    Cool recreation! Sounds pretty close to the original thing. I should look into using wavetables next time I run Furnace. (I read your description!)

    • @Mr.Gabagool
      @Mr.Gabagool 9 місяців тому

      Nice. : ) It took me a while to grasp how to use wavetables, but I think it's worth some good fun.

  • @AlbertHariken
    @AlbertHariken 10 місяців тому

    Cool! Will you make a SNES version?

    • @Mr.Gabagool
      @Mr.Gabagool 10 місяців тому

      Well, I will now. : )

  • @EPOCHGAMER64
    @EPOCHGAMER64 10 місяців тому

    This so fucking good, great work man

  • @rednorka
    @rednorka 10 місяців тому

    raw beans i mean raw song, good remix!!

  • @axey.7926
    @axey.7926 10 місяців тому

    Being the eleventh person to listen to this masterpiece surprises me. This is awesome, keep up the work!

  • @JoanSlugXAkaJerkyBogard
    @JoanSlugXAkaJerkyBogard Рік тому

    Go out and touch bombs.

  • @redbelmontoficial2537
    @redbelmontoficial2537 Рік тому

    Bomber music

  • @ConceptualCake
    @ConceptualCake Рік тому

    Too Real.

  • @ZorroCeleste1
    @ZorroCeleste1 Рік тому

    I adore the soundfont.

  • @FoX71x
    @FoX71x Рік тому

    loved the song, it would be nice if you make the SB2 battle mode 1 song with this soundfont

  • @josuenina2446
    @josuenina2446 Рік тому

    gotttttttttttttt

  • @TheSonicbandicootX
    @TheSonicbandicootX Рік тому

    Try World 3 - Mega Bomberman in this style, also good remix

  • @TheGustavoPlayer11
    @TheGustavoPlayer11 Рік тому

    Megaman X2 soundfont feat. Seinfield bass! (jk nice mix, man!)

    • @Mr.Gabagool
      @Mr.Gabagool Рік тому

      What's the deal with sub-tanks? I mean, you fill them up every night at closing, and I mean where does it all go?

  • @supergoldendeluxe3140
    @supergoldendeluxe3140 Рік тому

    Are you bout to make genesis of Time Man and Oil Man ?

  • @supergoldendeluxe3140
    @supergoldendeluxe3140 Рік тому

    Wily Wars ?

  • @josemanueljaviermaquera2412

    cool