I am genuinely surprised that none of you in the comments (up to February 08 of 2024) have said anything about the Standalone Explosion cue (01:48): This is honestly one of the most impactful cues that we have heard over the years, it really tells the player that the machine that Sonic destroyed is guaranteed to never come back and to me is definitely more indicative of said destruction than the usual "Doo!" sound that we normally hear in all of the other Megadrive/CD/Mars Era Platformers; the only problem that it has is with how it is decoded, as destroying multiple Badniks at once or defeating the boss either causes a Cut due to them running on the same FM Channel or using a Prerecorded Sequence (00:30) because it would save potentially on RAM usage for the cue, this is part of why it is nice to take some liberties during the editing process and handle the explosion cues Frame by Frame as a means to enhance Spinball (MD)'s Cinematic experience for Television and Film playback. For viewers who are curious as to how the Boss Defeated version of this cue would sound without interruptions in each individual explosion, here is an example that I did for a MAX Frequency Speedrun test back in 2022; you will find the sequence presented at 04'45, this is absolutely how it would be handled in an RSDK port of the game and wishfully this helps out editors who want to focus more on Accuracy for any fangames and animations. (: ~ [RTS] Sonic the Hedgehog Spinball (MD) (Toxic Caves; MAX Frequency) in 04'29"25 by Roya Rockwood: ua-cam.com/video/FZHUQAaJ2XM/v-deo.html
@@emul8orgamer Of course, everything that I mentioned here is my own analysis from the Technical aspect of how the sound of the Explosion cue was used and produced, it is easily the best cue that we had gotten during the run of the Megadrive/Sega CD/Project Mars Era but the way that it is presented in~game due to the then~limitations of the GEMS Driver makes it easier to use the cue during Post~Produciton of footage than to use the original Raw recording with the way it played on emulator and native hardware. My preliminary testing for the MAX Frequency category of the Speedrun is the first known example of how the Explosion cue would play if the YM2612 or YM3438 were able to decode the cue so rapidly and cover every individual explosion that is witnessed when a boss is defeated, complete with proper Stereo Separation, this is as close to how it will probably sound and function if Spinball '93 is ever ported to RSDK (maybe a follow~up compilation to Origins with it, Chaotix, Flickies' Island, and more) and wishfully editors and audio engineers alike will use it as reference; there is a lot that STI had gotten wrong when handling this cue during Spinball's development, so I hope this analysis will help do it justice, it would be nice for more Pixel Art~based entries to use this down the road as its sound is more appealing on the ears and it truly shows the severity of the situation that Sonic and company find themselves in at any given moment.
HOW could you see that? Also fact: Sonic Spinball based on SatAM Sonic show Sonic on title screen: 6 spine on back of head and one on body and NO EARS and NO TAIL - Sonic in game also had 6 spine back of head but SatAM has 3 but sometimes he has 2 in game but sometimes he has 3 in game but sometimes he has 5 or 7 maybe but also he ha-
wip wip wiP wIP WIP WI*P* W*IP* *WIP* HDVSUDJDVDKXBVDIDBDUCBDUXBDHDHDVHDBDHDHDVDODVDJDVJDVDJSONICSPINBALLHEVDKDBFJEBDJDBEJDBDIDBDJDBDODBEIEBEJEBEJEJEHEKEBEKENEKEJ I love the release sound.
I Don’t Like Sonic Spinball Either Because Despite The Game Is Really Fun This Game Is Surprisingly Hard And You Used The Sonic Anime Movie Line Is It Because You Like The Sonic Anime Movie Yes Or No
@@Cristianjackson559 I’ve never watched it due to not knowing it’s name. I was using the quote to describe how weird the game is too me. I don’t like it but can’t stop playing it and enjoying it for like 20 minutes
the coincedence is i made a live action video and i tried to replicate the sound in 0:11 and 0:17 the video is called a story of tom go check it out if you want
0:30 Those explosions are soooo damn satisfying! Especially after years of trying and failing at the first level, then finally defeating Scorpius.
Plus they sound so awesome.
Anyone who stream with Sonic style alerts, this game has the best sfx for your alerts, hands down. I have so many
0:15 is forever stuck in my head due to it showing up in every relaxalax video at least 7 times
0:04 i love this sound
nice to finally know where relax alax gets his effects from
0:14 GAAAAAAAAARRFFFFFFIIIIIEEEEEELLLLLLDDDDDDD
0:14 *G A R F I E L D !*
00:14 beautiful
0:43 When you go inside a satellite bus in Sonic Mania.
no wonder the sound was familiar
0:23 I forgot how awesome this jingle is
I've heard it another game followed by a dun dun- dun dun-da dun dun . I think it was a victory screen?
0:48 SCREEEEEEEEEEEEEEEEEEEEEEEEEE-
Now whenever I read someone's text "REEEEE" I'll hear this okay in my head. XD
Best sound effect
"AIEEEEEEEEEEE!"
*AIUREEEEEEEEEee*
0:15 Obey Knuckles
0:14 What you hear when you almost trip
it was ingrained into my psyche so hard I can't even
1:12 this is a laugh?-
I am genuinely surprised that none of you in the comments (up to February 08 of 2024) have said anything about the Standalone Explosion cue (01:48): This is honestly one of the most impactful cues that we have heard over the years, it really tells the player that the machine that Sonic destroyed is guaranteed to never come back and to me is definitely more indicative of said destruction than the usual "Doo!" sound that we normally hear in all of the other Megadrive/CD/Mars Era Platformers; the only problem that it has is with how it is decoded, as destroying multiple Badniks at once or defeating the boss either causes a Cut due to them running on the same FM Channel or using a Prerecorded Sequence (00:30) because it would save potentially on RAM usage for the cue, this is part of why it is nice to take some liberties during the editing process and handle the explosion cues Frame by Frame as a means to enhance Spinball (MD)'s Cinematic experience for Television and Film playback.
For viewers who are curious as to how the Boss Defeated version of this cue would sound without interruptions in each individual explosion, here is an example that I did for a MAX Frequency Speedrun test back in 2022; you will find the sequence presented at 04'45, this is absolutely how it would be handled in an RSDK port of the game and wishfully this helps out editors who want to focus more on Accuracy for any fangames and animations. (:
~ [RTS] Sonic the Hedgehog Spinball (MD) (Toxic Caves; MAX Frequency) in 04'29"25 by Roya Rockwood: ua-cam.com/video/FZHUQAaJ2XM/v-deo.html
fancy words there dude
too bad i don’t understand a good chunk of what you said
@@emul8orgamer Of course, everything that I mentioned here is my own analysis from the Technical aspect of how the sound of the Explosion cue was used and produced, it is easily the best cue that we had gotten during the run of the Megadrive/Sega CD/Project Mars Era but the way that it is presented in~game due to the then~limitations of the GEMS Driver makes it easier to use the cue during Post~Produciton of footage than to use the original Raw recording with the way it played on emulator and native hardware.
My preliminary testing for the MAX Frequency category of the Speedrun is the first known example of how the Explosion cue would play if the YM2612 or YM3438 were able to decode the cue so rapidly and cover every individual explosion that is witnessed when a boss is defeated, complete with proper Stereo Separation, this is as close to how it will probably sound and function if Spinball '93 is ever ported to RSDK (maybe a follow~up compilation to Origins with it, Chaotix, Flickies' Island, and more) and wishfully editors and audio engineers alike will use it as reference; there is a lot that STI had gotten wrong when handling this cue during Spinball's development, so I hope this analysis will help do it justice, it would be nice for more Pixel Art~based entries to use this down the road as its sound is more appealing on the ears and it truly shows the severity of the situation that Sonic and company find themselves in at any given moment.
0:14 best one
1:10 Sonic's scream when he dies in-game
Imagine this scream as Classic Sonic's Star KO Scream in super smash Bros Ultimate
Uhh..
Classic Sonic Cannot talk.
no
That's Eggman's laugh
1:10
TOO BAAAAAD!
0:25 we know why we're here...
RAAAAAAAAAAAAAAAAAAAAAA
0:14
THE BUTTONS
1:10 *dies while beeing violently shaked from touching water*
0:48 spider bot noise.
1:10 game over laugh
Who else used to think Sonic's arm looked like his mouth?
huh
I don't get it
I thought I was crazy thank god someone else saw it
HOW could you see that? Also fact:
Sonic Spinball based on SatAM Sonic show
Sonic on title screen: 6 spine on back of head and one on body and NO EARS and NO TAIL - Sonic in game also had 6 spine back of head but SatAM has 3 but sometimes he has 2 in game but sometimes he has 3 in game but sometimes he has 5 or 7 maybe but also he ha-
0:43 this sound are too in Sonic Mania =)
and the skidding, and spin dash sounds
0:48 EHHHHHHHHHHHH!
0:04 is very good for a spindash release noise
0:00
0:04
0:05
0:14 GAAAAARFIEEEEELD
1:34 OH NOOOOOO
1:11
0:16
Your Score Is
100, 000
0:15 = sucsess!
1:10 EEEEEEEEEEE EEEE EEEE EEEE EEEEEEE
blc564 yes THE GODS HAVE SPOKEN
0:44 this sound sounds like the menu sound effect of sonic mania
Was is the name for the 0:23?
wip wip wiP wIP WIP WI*P* W*IP* *WIP*
HDVSUDJDVDKXBVDIDBDUCBDUXBDHDHDVHDBDHDHDVDODVDJDVJDVDJSONICSPINBALLHEVDKDBFJEBDJDBEJDBDIDBDJDBDODBEIEBEJEBEJEJEHEKEBEKENEKEJ
I love the release sound.
IKR
Who are you talking to dude?
@@GalaxeeTea he taking by himself
you from 4 years ago@GalaxeeTea
0:48 Boss Damage
0:57 Cluck Damage
Spin dashing feels really awkward in this game (it wasn't a Sonic Team title), but the sound effect for it is nice.
IT WASN’T A SONIC TEAM TITLE???
@@MONSTAboyGaming lol I guess it was an obvious thing to say!
Some sound effect are from US version
Didn'tall version has same effect
I know differet version have different music though
@@The-Strongest-Being-Existing Lol, replying to old comment. Anyways, Japanese version had different death sound effect
@@The-Strongest-Being-Existing But music is the same in both versions. The version with Masato Nakamura’s music is not the final version
@@SeregaWin555 oh I did not know
Some of these were later used in Eternal Champions.
I don’t like this game because I suck at it but I like it cuz it’s fun…
Strange isn’t it?
0:43 fav one
I Don’t Like Sonic Spinball Either Because Despite The Game Is Really Fun This Game Is Surprisingly Hard And You Used The Sonic Anime Movie Line Is It Because You Like The Sonic Anime Movie Yes Or No
@@Cristianjackson559 I’ve never watched it due to not knowing it’s name. I was using the quote to describe how weird the game is too me. I don’t like it but can’t stop playing it and enjoying it for like 20 minutes
@@TheJ.M.C It’s Just Called Sonic The Hedgehog The Movie Made In Japan 1996 And In North America In 1999
@@Cristianjackson559 Thanks
@@TheJ.M.C 👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻
1:10 I came here because my husband just yawned these same notes.
Who also heard Spindash sound in Sonic XG
👇
request sfx digimon 2 & 3 (PS1)
1:52 My neighbor's apartment at 3am
the coincedence is i made a live action video and i tried to replicate the sound in 0:11 and 0:17
the video is called a story of tom go check it out if you want
0:14 GARFIELD!!!
and i thought i was the only one who came from garfelfs guide
This was also used in Garfield’s basics when you fail a question
1:10
0:11 s̸̢̘̺͚̟̣̺͎͙̘̈̄̅̋̔̀̋͝d̴̘̪̻̟̭̍̽̐͐̎̉̿̂͛f̵̤͓̟͂̉̿̓̉̎̓̽̒̽͊̐̊͋̃͒̕̕̚͝͝͠ģ̴̨̹̘̗̭̲͉̮̣̰͖͔̜̳͈̦̱͔̻̼͌̌̊̉̄̆̀͑̐͂̂̄́̆̕̕͠ḩ̶̢̲̮̻̼͎̤̰̻̯̭͉̝͇͚̖̤̖̾͑̊̈͐̋̓́̓͒̀̔͒͜͜͝͠j̷̛̼͓͕̣̣̄̀̅̊̃̏̌͂͐̿̕ķ̷̞͗̎̈́͑͂͜͝͝h̷̨̛̫̩̣̲̯̳̻͓̯́̈́͆͑͛̔̚͝ͅģ̵̨̧̜̥͔̩͉͚͇̩͕̟̱͕̙͕̓͜͜f̴̡̡̧̡̨̪̰̟̱̞̮̖̤̭̦̰̬̗͚̝̺͉̗̱̝̿̀̊́̐̐͒͋̏̈͋̃͊̄̒͜ͅd̸̡̧̡̧̛̛̻̖͔͚̳͔̫̘̺̤͉̹̹͚͎̩̲͙̼̥͙̀͐̐͂̄̈́̂̍́̂̔̏̇̎̂͐s̴̡̢̢̛͎̺̘͉͔͙̱̯̫͍̗̫̓̈̀̋́̕̕͝z̷̛̠̺̤̣͎̬̦̜̙̩̝̪̭͔͍̙̰̲͍̘̬͑̄͛͂̾̾̌̿̀́̀̉̐̓̓̓͛̉̅̊̾̓͑͛̚͘̕͜f̸̡̧͓͔̼̪̰͙̙̙͙͕̥̳͖̪͎̤͇̈́̈́͗̍̋͌͋̂͐͒͒͂̓ģ̶̧̧̡̱̮͖̯̥̠͎̥͔̤͎̙͖̦̫͉̉̀̿̓̈́̽̂́̈̀̈͐̆͗͆̏͒́̏ḩ̶̨̨̗̠͔̣͈̳͍̠̥͇͉̯̻̲͛̓̉̔̍̓̓̒͐̈́̑̓̽̕͘͜͝͝j̷̟̖̰̗͉̤̫͕͕̣̤̻̥͇̞͓͓̮̰̼͖͇̟̳̺̲̤̑̉͊͒̑̄̏̇̚͜͝͝k̸̛̛͚̊́̊́͌̽̾̔̋̽̔́͋͝͠͝l̴̛̠͚̩̣͖̟͖͔͖̩̗̺͎̼̫̙̍͂́͊́̑̉͑͑̈̚͜͜͠͝h̷̪̖͎̫̙͈̞̪͇͈̺͕͕͐̾͂̈́͒̕͜͠g̷̨̛̟̺̭͓̒͑͗͠͝f̵̡̧̜͙̘͖̞͉̮̪̗̰͕̖̿̃͐̀̈́̑́̅̓͂̈͗̑̃͌̈̋̈́͠d̴̡̨̛͓̙̤̠͖̗͔͖͎̳͖̗̖͖͎͂̆̈͛͗̏͗̏̀͌̌̉̆́͂͊͆̇̄̚͜͠͝ͅş̸̗͖͔̫̤̹̘͎͎̯͍̩͈͓͚̺͓̼̥̇̽̾͂̇̅̿̽͑̐͒͘͠ą̴̛͍̼̭̙͖͍̩͎̗̱̰̰̥̤̤͇͙̺̙͖͙̬͉̣̞͈̝̉̄̈́̓̀͋̄͂͆̕ẃ̸̧̛͇͉͚͉̝̦̹̘̬̝͇͕͇̖̟͇̖͎̟̖͖͌͋̀̉̈́͆̓͆̄̃̔̊͋̅̒͒̿̾̓̈́̚͘S̶̙̯͂̿̂̓ͅD̸̨̢̡̟̭̲̠̹̱͖̫̣͖̗͇̥̫͒̀͂̒̚͝F̷͇̰̩͚̭̭̯̟̦̰̙͉͍̜̊ͅg̴̛͖̩̠̤̰̉́̈́̈͛̿̓͗̐̐̆̔̂̿͊̍̐̕͝h̵̨̨̟̦̗̙̞͇̟̘̠̽̆͌̏͑̍̌̽͋j̸̡̦͕̤̣͎̼̻̻͓̣̃̂̄͌́̒̅̇́̈́̂̈́͛̊̕̚ͅͅk̴̙̹͍̜͖̅̂̿͆̽̈͆͐̉͌̆̾̈́͊̇̀̉͘m̴̡̨̢̤͍͎̪̯̗̮͕͖̪̤͇̥̟̗̒̾͑̾̈͂͋͑̀̎̔̂͝j̸͎͉̝͍̮̗̤̖̤̼̠͖̩̝̗͓̦̉̀̿̒͒̓͊͗̂̂͋̀́͊͋̆̓͘̕͘͝͠ͅḩ̸̧̗̗̖̮̲̼̤͚̬͖̮̜͖͍̫̘̦̣̖̜̹̙̘̱̱͚̽͒̅̽͐̃̇̍̉̄͑̄͗́̀̽̂̊̃̓̈́̉͘͝͝ģ̷̨̧̛͖͔̘͚̰̰̩̲̲̺̬̲͉̦̤̈̔͐́̽̌̓̏̒̍̈́͂̅̎̅́̿̈́̚r̸̡̡̡̺̙͓̖̘̜̝̮̬̯͖̦͍̮̫̥̩̀͐̂̇̉̊̇ẹ̶̄͜ẘ̷̧̨̢̢̧̛͍̠̮̝̪̣̮̠̣̮͉̱͙̫̇̅̂̾̈́̿ṛ̸̢̧̢̧̨̧̧̱͙̲̦̲̟̪͎̺̜̰̼̜͇̰̝̝̑̄͌̊̊̃̐̔́͂̊̀́̉̈́ͅű̶͙̻̄̔̈́̍̀̓̋̏̀̊̆̊̓̅̀͊͆͛̊̈́̂̑͝͝͝͠t̵̛̠͖̣͔̫̥̽̏̾̈́i̶̡̢̳͇͚͖͇͕͔̪̩̬̮̻͎̗̖̜̪͇̩̫̋͛̿̊̎̔̿̃̈̚͜ͅy̷̨̛̟̻͔͚̠͍̩̦̜͕͙̠͛̍͊̾̾̈́͋̃̈́;̶̢̢̺̮̙̩̣͔͓͇͍̫͖̙̯͎̯̻͇̾̔́͐̓̈́̿̅̑̆͗̀͌͜͜͝͝͠ͅŏ̸̡̧̻̳͉̟̣̲̦̼̗͈̳̯̗̻̳̣̻̘͈̘̘͑͌͜͝k̶̡̧̢̮̖͉͉͙͓͔̗̟̦̳͖͙̳̟̥͖͙̣̟̠̬̙͉̠͛̾̒̂͛u̸̡̨̡̡̘̙͕͙͇̠͎̜̙͈͕̻̦̳̖̘̣͕̦̓̀y̴̨̢̧̡̯͇̖͕̠͎̼̝̘̲̦̙̣͉̜̦̼̭̯̭̓̌̀͗̎̀͗̒̈́͝͝ͅͅj̵̛̮̬̩͊͐̎̃̐̆̀̃̈́̓͋͂̕ṯ̵̨̢͕̣̭͇̲̤̫̘̻͙̠̞̇͊͛͊̔̈́́̌̿̓̍̀̚͜͝d̵͉̫̤̻͉͙̣̫͇̉͐̉̎͑̌̎̿́́̾͛̀̊͒̀̄̅̐̀͘̚͠g̴̛͍̣̹̝͖̻͔͌̓̈́̽͌͌̔͋͒͑͊͛̌̀̏̎̐̍͐̓̾̒̇͝r̸̡̰̭͇̦͈̻̋͂͑̂̔̑͝e̸̛̦̤̝͚̠̝͎͓̱̘̙̤͉̜̲̲̘͇̯͕̾͜͝w̴̢̢̛̩̪̰͈̦̲͔͉̙̠̲͉̯̪̦̬͙̹͇̗̒̋̓̍̾͋̈̍͋̋̍̀̀̎͒͋̊͌͛͑̎̚͘̚ͅͅr̴̨̢̻̥̖̫̖̥̻̻̮͕͚͕͓̔͊̏̀̊͊́͆̌̏̽̐̑̈̿̒̊͗̚͠ͅͅͅ3̴̧̛̻͇̱̫̦͙̣̹̤̘͔̬͍̤͎̜̗̭̭͈̪̆͑̅̀͂̾̿̋̊̏͋͝͠ͅͅt̶̟͓̹̠͍͖̯͇̪́̇͆͑͛̆̇͌̋̊́̂͒̓͊͒͊̚͝y̶̨̞̞̙̣͉̤͐̏̈́͗͝e̵̡̹̞͖̰͇̠̙̲͖͖̹̳͉̤͖̠̬̦̺͗͊͐̈́̈́̑̓̒̋̃̊̎̄̏͆̒͘̕̕͜͝ͅͅư̵̟̿̎͒̓͗̋̾̎̿̍̒͑̃͒̏̐̊͒̈́̎̚̚ͅk̵̡̯̰͈̱̫̱̲̰̙̰͖͍̲͈͔͎̮̣̗̈́̇̌̓͌̓̈́̀́̔̽͛̀̓͐̈̏̀͒̓̚͝͝
saafff seeeefff beeeffff 0:01
Everyone's Almost Here Because of a Random Baldi Mod But I'm Here Because IDK
Garfelf?
0:06 0:07
1:10
*_REEEEEEEE REE REE REE REEEEEEEEEEEE_*
0:25
0:21
0:14
THE BUTTONS
0:14
0:46
0:14
0:24