Tim Follin - “LED Storm (Amiga) - Title Theme” [Oscilloscope View]
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- Опубліковано 15 лют 2019
- Requested by Burnt Fishy.
You can view a list of all of the requests I have yet to get to here: docs.google.com/document/d/17...
Oscilloscope visuals created with Maxim Zhao's SidWizPlus program.
This was the first game that my best buddy and me werent starting immediately. The soundtrack started and we just went "OMG... what the hell is THAT???". And when it was over we woke up from our dream like "ah, theres a game, too.". We started it and just played it to listen to a maybe new track in the next level. Tim Follin is the most underrated composer in game history.
Is he that underrated??
@@CopperPrettyBloodI think so. Its just because people like Rob Hubbard, Martin Galway or Chris Hülsbeck were were omnipresent in the big blockbusters while Tim Follin did fantastic soundtracks to (sometimes) mediocre games like this one here or Bionic Commando.
@@Borna909 Oh, I usually though many people knew him. Not to mention he made L.E.D Storm for the C64 aswell
I've seen many people talk about how european composers tried to replicate the "C64 sound" on all of the systems that they worked on since that's what they knew best, but even knowing that, to see that he actually used pulse waves with SID-like PWM on an amiga track is surprising.
I wonder if he took a different different sample for each of the duty cycles, or just one sample of the wave swapping between them.
It's most likely just the latter.
have you ever seen Bionic Commando?(Amiga)
My life goal is to be as livley as that snare
It's interesting how ZX Spectrum and Amiga share the same music, while C64 got entirely different music, even though it's all composed by Tim Follin.
Btw, as always, nice video :D
C64 got an SIDified version of Smoke on the Water lmao
Edit: the Atari ST also got a version of this theme, it's the same as the Amiga but in square sound instead of samples.
@@RedTsarOldChannel-INACTIVE could it be that C64 version came first, then Tim had to do something else (and super-interesting) for the ZX spectrum less powerful chip, and then the Amiga version mixed both ZX-chippy theme and C64-rocky guitars into one OST ?
@@akapype
I believe all of them were released almost the same time.
@@RedTsarOldChannel-INACTIVE that might have occurred within the development (music often takes less time than coding, and some platforms might have been added to the list later). But granted, I'd better have testimonies to back my theory ;)
He liked working with the c64 the most out of all the systems he worked on (pre snes)
What a cool tune, dude.
I've set the video/song on 0.75x video playing (technically 50hz speed)
It sounds wonderful.
1:32 the bottom waveform looks alot like the famitracker default waveform for fds
Love this track. I listened to it soooooo many times back in the day.
I usually listen to the ZX Spectrum version, and forgot how good this was. Darn. This is good man. Tim Follin, be proud of yourself.
One of my favorite tracks both on Amiga and ZX.
Wonderful!
C64: Why can't I get a piece?
The best version of this great tune, only thing that lets the amiga version down is the annoying clip clop cowbell. It would have been much better if Tim left that out(imo).
I can see why you'd say that, but I personally like it, although I'll agree that it could sit in the mix a bit better. It's definitely a deliberate choice to be weird and emphasize those offbeats
I think you'd prefer this version ua-cam.com/video/WOwLfuLPojg/v-deo.html
Check out Master Jace's version serious fire
Speccy version is loads better imo
ua-cam.com/video/Rizv32PJEnE/v-deo.html needed to be called the Technosoft ThunderForce version because sounds just like it
the stinger gave me a big chuckle. i was expecting some lush fade in
From what I gather Follin was not a fan of composing for the amiga. The amiga's sound was primarily sample based and all Tim's signature synthy compositions would have been a massive pain in the arse to do in tracker software. Not impossible... Ghouls n' Ghosts and Gauntlet 3 sound fantastic on the Amiga.
@Vikrinox Interestingly enough, Tim used 5 channels for music in SNES (except title screens in which the Follin Bros. added echos and double hi-hats that mades drumming samples more human like in Spider Man & X-Men and Plok), the rest of channels doing the sound effects.
Yeah, that's why I prefer the SID chip to the Amiga chip. The Amiga chip is just 4x8bit DACs, with enough RAM you can get some natural sounding instruments, but you have almost no control over them. The SID is far closer in nature to an electric guitar which allows you to mould the sound as it's playing without binding up the CPU.
ua-cam.com/video/JuYyT48XjlA/v-deo.html
@Vikrinox Not to mention that the SNES's cartridges were much faster at data loading, meaning you could use a totally different set of samples between songs if everything's set up correctly, effectively meaning that the 64kb limit only applies to currently playing songs and sound effects, and the totality of the soundtrack can be much larger. On top of that the SNES could naturally pan the audio and wasn't limited to extreme left, extreme right, or center as was the case for the Amiga and Mega Drive. Not to mention that many of the SNES channel effects could easily make up for low quality samples through interpolation and other fancy shit. Sony was at the absolute top of their game back in the late 80s and 90s, their products were premium and thus it's no wonder the SNES SPC700 has such a rich feature set for its time.
@@cloerenjackson3699 no control over samples when playing on Amiga? Oh chap, you're on youtube making an arse of yourself again!
@@Galahadfairlight
...a year ago.
You have no control over samples.... in real time, except by doing things in software which exhaust the CPU time and prevent you from doing anything else.
By comparison, being a synthesiser nothing more needs to be done on the 64 to shape sounds than change a register so it's easier to change sounds in real time on a 64 without exhausting the CPU than on an Amiga
Show me anything which disproves this.
Also.... I'm making an arse of myself?
You've made a point of doing nothing but be an arse, and so far you haven't been able to say anything *that is true* which contradicts anything I have said.
Not least because you are technically daft and barely know more than the basics of programming any of the platforms we have discussed. Well, you barely know the basics of programming the Amiga. You don't even know the first thing about programming anything else.
You are a technical nonentity who impresses nobody but a crowd of grown up children thankful that, thanks to you, they could get their broke asses on cheap games. Other than your slimy, creepy, childish, cowardly, criminal activities , you have achieved absolutely nothing anybody cares about. You have moved from being a broke ass child to being a broke ass adult.
Outstanding :-)
Tim really liked to use that sample from ch.2 huh
Now this is how you do a title song for a racing game. Talking to you, outrun
Needs more cowbell
Okay, How did Tim Follin get that PWM pulse wave on the AMIGA!
@@LarsTragel-zh7ei Not at all. Tim had his own sound driver. Paula can easily play back a buffer of fixed size that you then write a waveform into, and modify the data as it's playing
You have done a superb video here. Mind if I
share it in a Gaming leaderboards discord I created with some friends?
I don't mind!
When you can visualise the band knocking out this belter, the guy in drums, the synth player etc. when all the while it's just a young Scouser typing in code. Such a shame Sir Timothy's work accompanied such poor fayre. Same with Hubbard.
I've Seen Footage 1:04
Is the Genesis/MD OST taking a while ;)?
Yeah... (and I'm honestly procrastinating a bit as well.)
strange percussion choice but it's alright