Note: Sam Miller's versions are simply new versions, not restorations, as David Wise made clear himself nine minutes into an interview in GameXplain's video 'We Got David Wise for DKC's 25th! Stickerbush Symphony's Roots, Dixie's Guitar, SNES Limits & More!' --- GameXplain: I was wondering if you’re familiar with [the D.K.C. restoration project]. David Wise: I’m familiar with it. And it’s a bit of a misnomer to be completely honest, because the whole palette was short little waves that we were taking. And because of the way the Super N.E.S. resynthesizes or upgrades from a 4-bit to a 16-bit sample, it’s got a certain warmth and a certain kind of sound to it. And having got those samples in that format, that’s what I worked with. That was my palette to work with all the time. So there never was and never did exist any better samples. I just took samples that I could use and then wrote with the samples and that palette, so it’s a - you know, I understand where they’re coming from, but there never was a higher-quality sample that it came from. That was the sample, and that’s as high as it ever got and would ever get.
The way I understand the quote above is that David Wise created new instruments out of micro-samples of the workstation instruments, and he composed with the sound of *his* version of those instruments in mind. Most of the "restoration" premise hangs on the notion that the composition process happened separately, before the technical labor of porting instruments and implementing the score in tracker form on the SNES sound chip. That's how I imagined it also, but with this new context it sounds like the engineering limitations of the sound design process directly influenced his musical choices, in a manner perhaps akin to the way a subset of hip-hop producers are directly influenced by the color imparted by the samplers that they use just as much as the character of the samples themselves. The same sample played back on equipment capable of higher fidelity wouldn't have quite the same impact, in the same way that it would fundamentally change the artist's intended feeling of a track to replace a sample taken from an old studio album with the same musical passage taken from a live concert recording. An interesting takeaway here is that this only applies to David Wise specifically, because he has confirmed that he did not write sketches first and port his compositions to SNES second. The same writing process isn't inherently true of all chiptune artists, so it's something I think we ought to consider on a composer-by-composer basis. (Maybe even on a project by project basis, depending on how their creative process evolved over time.) And to be clear, Jammin Sam Miller's "restored" versions are gorgeous and I am glad that they exist! It's just interesting to re-evaluate the notion that they represent higher-quality demos, taken from an early stage of conceptualization, that have long been hidden away in some vault.
I think the manual said is underneath, but in the ending scene after the fight in the lost world the kongs watch it as it blows up and is next to the Crocodile Isle not underneath.
@@Issachar-northern-kingdom thank you my friend, im working on the next update to make it even better. I'm adding the kremlings and specially the kongs as playable characters in the near future.
After looking at the game ending you are right, it explodes underneath Crocodrile Isle, i guess the kongs were on Dk isle looking how Crocodile Isle sinks. I will move it where it should be sometime in the future.
lol theres this running theme ive had for a while, where in the dkc3 remake or w/e, that they have dynamically changing levels, where lets say its raining really hard in a jungle level, the river in that level could spill out and change platforms and land and stuff and maybe even reveal hidden treasure. Also another thing is, u know in the level with the ghost vines, like what if actual ghosts appeared at night, and as dawn would break they would disappear, or even if it was really misty you could get "lost" in a level, where it just loops or maybe takes you on an alternate path xDDD
@@elvinmateo6408 it will probably take a while to get to those kind of features since im concentrating on completing all areas at the moment, but it sounds interesting and fun.
this is amazing! love the art style. too often the new mario and dkc games have a toy story cgi kind of look. this looks like the original dkc trilogy asthetic but slightly more realistic. keep up the great work
i don't get how they reboot and remake and milk every other media slash video game franchise yet the donkey kong games, which have graced us with fantastical and magical video game content, received no new game in 10 years (i am not even counting the boring embarassment that is mario vs dk)
Interestingly the contrasting hues make for nice texture when zoomed way out, for example on the final wide angle at the end. It might be interesting to experiment with a distance-based parameter in the color of the grass, so that it starts to saturate and merge with the hue of the treetops at close range, because I agree that it's jarring when seen up close. These progress videos are gorgeous btw, incredible work!!
We need an open world Donkey Kong game again
Note: Sam Miller's versions are simply new versions, not restorations, as David Wise made clear himself nine minutes into an interview in GameXplain's video 'We Got David Wise for DKC's 25th! Stickerbush Symphony's Roots, Dixie's Guitar, SNES Limits & More!'
---
GameXplain: I was wondering if you’re familiar with [the D.K.C. restoration project].
David Wise: I’m familiar with it. And it’s a bit of a misnomer to be completely honest, because the whole palette was short little waves that we were taking. And because of the way the Super N.E.S. resynthesizes or upgrades from a 4-bit to a 16-bit sample, it’s got a certain warmth and a certain kind of sound to it. And having got those samples in that format, that’s what I worked with. That was my palette to work with all the time. So there never was and never did exist any better samples. I just took samples that I could use and then wrote with the samples and that palette, so it’s a - you know, I understand where they’re coming from, but there never was a higher-quality sample that it came from. That was the sample, and that’s as high as it ever got and would ever get.
Interesting read, I guess remix or remake might be a better word to describe his new versions then.
Agree to disagree kinda. Like I feel that they’re restorations and remakes at the same time lol
@@rito_gamer I'm afraid it's a purely factual question in this case, Rito.
@@BrianMcInnis87 how do you mean?
The way I understand the quote above is that David Wise created new instruments out of micro-samples of the workstation instruments, and he composed with the sound of *his* version of those instruments in mind.
Most of the "restoration" premise hangs on the notion that the composition process happened separately, before the technical labor of porting instruments and implementing the score in tracker form on the SNES sound chip. That's how I imagined it also, but with this new context it sounds like the engineering limitations of the sound design process directly influenced his musical choices, in a manner perhaps akin to the way a subset of hip-hop producers are directly influenced by the color imparted by the samplers that they use just as much as the character of the samples themselves. The same sample played back on equipment capable of higher fidelity wouldn't have quite the same impact, in the same way that it would fundamentally change the artist's intended feeling of a track to replace a sample taken from an old studio album with the same musical passage taken from a live concert recording.
An interesting takeaway here is that this only applies to David Wise specifically, because he has confirmed that he did not write sketches first and port his compositions to SNES second. The same writing process isn't inherently true of all chiptune artists, so it's something I think we ought to consider on a composer-by-composer basis. (Maybe even on a project by project basis, depending on how their creative process evolved over time.)
And to be clear, Jammin Sam Miller's "restored" versions are gorgeous and I am glad that they exist! It's just interesting to re-evaluate the notion that they represent higher-quality demos, taken from an early stage of conceptualization, that have long been hidden away in some vault.
The whole time i thought the lost world was underneath krocodile isle but this kind of makes sense too
I think the manual said is underneath, but in the ending scene after the fight in the lost world the kongs watch it as it blows up and is next to the Crocodile Isle not underneath.
@@hanzo935 oh ok.. your youtube video is effing awesome
@@Issachar-northern-kingdom thank you my friend, im working on the next update to make it even better. I'm adding the kremlings and specially the kongs as playable characters in the near future.
After looking at the game ending you are right, it explodes underneath Crocodrile Isle, i guess the kongs were on Dk isle looking how Crocodile Isle sinks. I will move it where it should be sometime in the future.
Huh, I always thought it was just beneath it too. I mean, it's Crocodile Isle's "core", after all.
King k rool has best battle music in DKC2.
imagine DK + palword gameplay + zelda new generation game + original music and desing from RARE developers
Wow. These games felt like magic as a kid. An exciting adventure.
I feel the magic again in these.
This is something special!
Do you plan on a game in the future? Either way this is awesome and brings a tear to my eye
3D HD this was awesome
I remember that area in the 16 bit
I always interpreted the Lost World as being in a cavern deep under Crocodile Isle, not being a whole separate island.
You are right. I will move it there in the future.
@@hanzo935 Also I'm pretty sure the cutscene at the end shows the entirety of Crocodile Isle sinking, while the Kongs watch from DK Island.
@@the_actual_lauren yes it was so quick i never realized it was crocodrile isle exploding, they were watching it from Dk isle.
Water graphics look great
This is a beautiful dream I want to visit often
Man, you are still at it. Awesome!
Yes. Had some issues with my computer and upgrading the game engine but is moving along at a good pace now.
lol theres this running theme ive had for a while, where in the dkc3 remake or w/e, that they have dynamically changing levels, where lets say its raining really hard in a jungle level, the river in that level could spill out and change platforms and land and stuff and maybe even reveal hidden treasure. Also another thing is, u know in the level with the ghost vines, like what if actual ghosts appeared at night, and as dawn would break they would disappear, or even if it was really misty you could get "lost" in a level, where it just loops or maybe takes you on an alternate path xDDD
also this looks amazing D:
oooh maybe in october (seasonal) you could have zombie or skeleton kremlings come out of the ground D:
@@elvinmateo6408 it will probably take a while to get to those kind of features since im concentrating on completing all areas at the moment, but it sounds interesting and fun.
@@hanzo935 lol no worries dude, looking forwards to it! gl!!!!!
Saudades desses jacarés 🐊🐊 nós jogos da série DK country
Nice work bro, I know where this kremling model comes from (3:32) hehe
Yes my friend. I hope you dont mind I modified him to feature him here. I updated the video info with a link to your store.
Espetacular impressionante o que esse cara faz!
Muito obrigado.
This is amazing!!!
The atmosphere of this looks crazy good
Just one look and man this looks awesome!
Thankyou!
You just got yourself a new subscriber! I love these kind of videos!
Incredible.
Looks like a pretty cool concept! :D
this is amazing! love the art style. too often the new mario and dkc games have a toy story cgi kind of look. this looks like the original dkc trilogy asthetic but slightly more realistic. keep up the great work
Thank you! Yes, this is exactly the look I'm going for.
phenomenal.
Mmm, monke
This looks amazing, good job!
Very good job + interesting concept. Someone made a DK64 level editor. Something like this would be cool to see
Amazing!
i don't get how they reboot and remake and milk every other media slash video game franchise yet the donkey kong games, which have graced us with fantastical and magical video game content, received no new game in 10 years (i am not even counting the boring embarassment that is mario vs dk)
I'm actually getting more Myst vibes from this
Ive never played Myst 😅
I felt the same energy honestly. A DK themed point and click puzzle quest would be pretty wildly specific but I'm intrigued by the premise 😂
Very Realistic Indeed.
Increíble
通称=ドンキーコング2の
無人島といえるべき存在だな。
よゐこなら気に入りそう。
very nice
looks pretty good but i feel like you should make the palmtrees have realistic colors like the grass. or the other way around
I agree, this is early work, everything will be updated in the future including the trees.
Interestingly the contrasting hues make for nice texture when zoomed way out, for example on the final wide angle at the end. It might be interesting to experiment with a distance-based parameter in the color of the grass, so that it starts to saturate and merge with the hue of the treetops at close range, because I agree that it's jarring when seen up close.
These progress videos are gorgeous btw, incredible work!!
Explêndido...!
Gracias amigo!
Yeah!
This is amazing, but it's not as scary during the daytime.
I agree, The game has a day and night cycle, I will probably upload a new video soon showcasing that, it does look a bit scarier at night.
What Has Kremings Done To Kongs’ Bananas
Falto la montaña de hielo😢
Any Chance to get the Demo?
At this point I don't know how to compile a demo but in the future when I have some playable characters and npcs I will try.
Please make dkc 3 work map in 3D first my person😊
WHAT
AMAZING
isso ficou muito feio. Não gostei