Not gonna lie, was NOT expecting this -- and it was every bit as awesome as hoped. It'd be wild to hear the differences between versions, like the 32X vs the SNES versions.
The guitar riff of “Master of Puppets” sounds like this and Thunder Force IV’s title screen, I don’t know why this one or the other starts playing in my head when the guitar riff starts playing.
@@DYNAMO1127, I know I’m a year late, but still. Metadata found in the original MIDI (not the one in the game’s files) confirmed that E1M1 was primarily based off of “Master of Puppets”
The SC-55 had 16 voices. It was also a wavetable synthesizer, with a lot of (for the time) high-quality samples built-in, so one voice could do something that would take multiple FM synth channels. At Doom's Gate uses 4 voices by choice, not due to hardware limitations. Specifically, it uses three electric guitars(Distortion Guitar, Overdrive Guitar, and Picked Bass), and a drum set.
@@CptJistuce I know that. The other voices were used for the sound effects and I said that because the most of the PC games that supports SC-55 around those days didn't used more than 4 or 5 voices, mainly due memory saving.
@@TheSuperPlayer707 I apologize for misreading. I thought you meant SC-55 only had four voices, not that the game was only using four voices. Doom didn't use the SC-55 for sound effects, those were done by the sound card's PCM channels. And other Doom tracks use more than four voices. I would have to actually fire my DOS box up to check channel usage on my SC-88, but I don't feel like most games that supported General MIDI or GS MIDI limited themselves that strictly. (Probably not XG MIDI either, but I don't have a MIDI mountain) I can think of reasons to limit voice counts, but memory isn't really one of them(the samples are all in the SoundCanvas ROMs, and MIDI commands are small). Compatibility with Roland's 5-voice MT-32 would be a good reason, but it would be increasingly irrelevant after the adoption of General MIDI. Compatibility with AdLib/SoundBlaster FM synthesis would be another. ... Really, all of the reasons I can think of are a variant of "so we don't have to include multiple sets of music data for different devices"
@@CptJistuce yeah that was a thing back then. The fact here is actually the most of the games of that era needed those restrictions because times were different. In order to sell a game you must to make it with some kind of backwards compatibility. There was not such thing as "master race" in the early nineties and making your game to be run in older devices was something necessary. That's why I told about the memory saving, because those late 80s CGA PCs couldn't be able to run the game properly. Yeah, Doom may need its specs, but Carmack himself said he made the game to be able to run decently in a toaster. And the channel limit actually was a thing that GenMIDI drivers had then, being 4 or 5 channels the standard because of the existence of Adlib, Gravis Ultrasound and MT-32 (being this last one not completely compatible with GenMIDI) which had something between the 6 and 8 channels saving the others to allow overlapping and/or echoes, reverb among other effects that GenMIDI platforms let you do.
@@TheSuperPlayer707 I was around back then, I still have my games from back then. Late 80s CGA PCs weren't running games with SoundCanvas or General MIDI support. The General MIDI standard, which came into effect in 1991, required a synthesizer to support 8 voices, to my recollection.
me (listening to thunder force iv's stage 1 boss theme): huh, this reminds me of doom. ... wait, when did thunder force iv come out? (looks up release day of thunder force iv, realizes that thunder force iv came out in the beginning of 1993 while doom came out at the end of 1993) me: coincidence? _i think NOT!_ EDIT: the song's clever use of the tritone sets the stage for this game so well. also, midi to oscillo looks hilarious. i might start making oscillos of my midis LOL
The cool thing about at dooms gate is if you take out one earphone, half of the instruments disappear. If you wait until channel 0 starts playing then start removing either earphone, you'll see what i mean
Will you please do the PC-AdLib version too? I know they say the Rolland Sound Canvas SC-55 is the "Official" sound of doom but I only every played in Sound Blaster. Everything else just sounds weird to me.
I wasn't an FPS fan, until I played Doom. Honestly, the FPS genre is so broad that it manages to easily contain some of my least favourite and some of my most favourite games of all time. I 100% guarantee that you will not enjoy every FPS game, but don't tar them all with the same brush.
@@BladeShadowWing Yeah, I honestly loathe Call of Duty, and any of the absolute swath of other games in its ilk. Medal of Honour, Crysis, Halo, any of the newer Wolfenstein games - I just couldn't care less about them. Their design rubs me the wrong way. Even some more widely renowned games like Half-Life 2, Doom 3, Goldeneye and Perfect Dark are pushing towards the type of FPS games that I dislike.
I can understand why some people don’t like FPS games. They require quick reflexes and oftentimes quick thinking to overcome the challenges the game presents.
It's worse than that. THREE of them are electric guitars. There is one non-guitar channel in the entire thing, and it's a drum kit. At Doom's Gate knows exactly what it wants to do and doesn't waste time with any extra complexities.
Not gonna lie, was NOT expecting this -- and it was every bit as awesome as hoped. It'd be wild to hear the differences between versions, like the 32X vs the SNES versions.
We don’t talk about the 32X version.
*Flushing sounds*
@@Formula_Zero_EX Yes, but if we don't discuss it... We may be doomed to repeat it.
@@CyranoLeRapier Oh crap, you’re right.
…
No pun intended.
@@Formula_Zero_EX Fact 32X version was made by one guy
@@rmcoutinho and the Jaguar version was made by one girl
The iconic theme used everywhere.
6:26 EVERYBODY NOW
The guitar riff of “Master of Puppets” sounds like this and Thunder Force IV’s title screen, I don’t know why this one or the other starts playing in my head when the guitar riff starts playing.
Also desert strike theme sounds similar to thunder force iv
Don't forget NO Remorse from Metallica E1M1 was based off that
Bro its true☠💀
@@DYNAMO1127, I know I’m a year late, but still. Metadata found in the original MIDI (not the one in the game’s files) confirmed that E1M1 was primarily based off of “Master of Puppets”
@@Saucelossthesuckydo8905 yeah I found that out like a couples months ago, thanks tho 👍
We're doing MIDIs now I see....
And yes, with only four channels the SC-55 made lots of excellent tracks
The SC-55 had 16 voices. It was also a wavetable synthesizer, with a lot of (for the time) high-quality samples built-in, so one voice could do something that would take multiple FM synth channels.
At Doom's Gate uses 4 voices by choice, not due to hardware limitations. Specifically, it uses three electric guitars(Distortion Guitar, Overdrive Guitar, and Picked Bass), and a drum set.
@@CptJistuce I know that. The other voices were used for the sound effects and I said that because the most of the PC games that supports SC-55 around those days didn't used more than 4 or 5 voices, mainly due memory saving.
@@TheSuperPlayer707 I apologize for misreading. I thought you meant SC-55 only had four voices, not that the game was only using four voices.
Doom didn't use the SC-55 for sound effects, those were done by the sound card's PCM channels.
And other Doom tracks use more than four voices.
I would have to actually fire my DOS box up to check channel usage on my SC-88, but I don't feel like most games that supported General MIDI or GS MIDI limited themselves that strictly. (Probably not XG MIDI either, but I don't have a MIDI mountain)
I can think of reasons to limit voice counts, but memory isn't really one of them(the samples are all in the SoundCanvas ROMs, and MIDI commands are small).
Compatibility with Roland's 5-voice MT-32 would be a good reason, but it would be increasingly irrelevant after the adoption of General MIDI. Compatibility with AdLib/SoundBlaster FM synthesis would be another.
...
Really, all of the reasons I can think of are a variant of "so we don't have to include multiple sets of music data for different devices"
@@CptJistuce yeah that was a thing back then. The fact here is actually the most of the games of that era needed those restrictions because times were different.
In order to sell a game you must to make it with some kind of backwards compatibility. There was not such thing as "master race" in the early nineties and making your game to be run in older devices was something necessary.
That's why I told about the memory saving, because those late 80s CGA PCs couldn't be able to run the game properly. Yeah, Doom may need its specs, but Carmack himself said he made the game to be able to run decently in a toaster. And the channel limit actually was a thing that GenMIDI drivers had then, being 4 or 5 channels the standard because of the existence of Adlib, Gravis Ultrasound and MT-32 (being this last one not completely compatible with GenMIDI) which had something between the 6 and 8 channels saving the others to allow overlapping and/or echoes, reverb among other effects that GenMIDI platforms let you do.
@@TheSuperPlayer707 I was around back then, I still have my games from back then. Late 80s CGA PCs weren't running games with SoundCanvas or General MIDI support. The General MIDI standard, which came into effect in 1991, required a synthesizer to support 8 voices, to my recollection.
Could you make the deconstruction of "Grabbag" from Duke Nukem 3D??
I did *not* know this song only used four channels, I'm gonna be honest, I didn't even know this song used channels.
Duh its midi
@thomasbeard4528 yeah, it's kinda obvious to me now
No way… I didn’t think you’d do deconstructions of these tracks. This one was awesome
Those who tasted the bite of his sword, called him
T H E D O O M S L A Y E R
FFFPS IS A WORD?
@@rmcoutinho what
@@omniscientbarebones there FFFPS For Family Friendly FPS
personal use 5:40
what did you use to deconstruct the midi file
me (listening to thunder force iv's stage 1 boss theme): huh, this reminds me of doom.
...
wait, when did thunder force iv come out?
(looks up release day of thunder force iv, realizes that thunder force iv came out in the beginning of 1993 while doom came out at the end of 1993)
me: coincidence? _i think NOT!_
EDIT: the song's clever use of the tritone sets the stage for this game so well. also, midi to oscillo looks hilarious. i might start making oscillos of my midis LOL
Lol that’s me
I doubt that this has anything to do with TF4. Honestly.
I hope you do Intermission From Doom
The cool thing about at dooms gate is if you take out one earphone, half of the instruments disappear. If you wait until channel 0 starts playing then start removing either earphone, you'll see what i mean
Puedes correr Doom en el osciloscopio?
The madman did it
Why does the snare and kick sound like the ones from yoshi's island?
E1M8? Perhaps? Please?
Will you please do the PC-AdLib version too? I know they say the Rolland Sound Canvas SC-55 is the "Official" sound of doom but I only every played in Sound Blaster. Everything else just sounds weird to me.
Said this in the E2M1 video, but I love the similarities this song has to Master of Puppets!
Any chance you could do some tracks from Chrono Trigger?
I'm no means a FPS fan, but good lord I freaking love this song!
Same here, this song is so iconic that anybody who doesn’t really play FPS games will recognize this specific song.
I wasn't an FPS fan, until I played Doom.
Honestly, the FPS genre is so broad that it manages to easily contain some of my least favourite and some of my most favourite games of all time. I 100% guarantee that you will not enjoy every FPS game, but don't tar them all with the same brush.
@@alfo2804 I get that. I've played some Call of Duty with my brother before, but I never got the hang of it. It's just my personal preference.
@@BladeShadowWing Yeah, I honestly loathe Call of Duty, and any of the absolute swath of other games in its ilk. Medal of Honour, Crysis, Halo, any of the newer Wolfenstein games - I just couldn't care less about them. Their design rubs me the wrong way.
Even some more widely renowned games like Half-Life 2, Doom 3, Goldeneye and Perfect Dark are pushing towards the type of FPS games that I dislike.
I can understand why some people don’t like FPS games. They require quick reflexes and oftentimes quick thinking to overcome the challenges the game presents.
Only 4 channels are you serious
It's worse than that. THREE of them are electric guitars. There is one non-guitar channel in the entire thing, and it's a drum kit.
At Doom's Gate knows exactly what it wants to do and doesn't waste time with any extra complexities.
lead, rhythm, bass and drum. it's a standard 4 piece band.
I--
That bass and drums don't go as hard as I expected them to, but then again I guess they don't have to xD
Glad to see Doom, hope you do a few more from Doom!
**honk**
Now is the time. Two Titans meet - as it was written.
Nice
Holy crap, I did not expect this to appear.
this is great! could you try sonic chaos?
If only there was a “Love” button!
How do you deconstruct songs like this?
With an Oscilloscope?
@@omniscientbarebones yeah
Huh, i felt like there was the DAC, i guess i was wrong, aw UNF
While listening to channels 1 and 2 I suddenly realised that the floppy version of this track might be the closes to the original )
Slowed bit at the end actually sounds amazing? Good job as always, this was a banger!
1:53 me whenever nothing:
Finally, some good f***ing soundtrack!