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Low Quality SMW Music Removals

File Name: Earthbound Beginnings - Nightmare Battle
Added:
Authors: CK Crash
Insert Size: 0x0211 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:48
Featured: No
Description: One of the battle themes from Mother 1/Earthbound Zero. The sanctuary boss theme from Earthbound is a remix of this. Would suit a stereotypical haunted house or an area with a short time limit.
Archive

1. The @8 overflows at 0:23, and the bass section sounds like it's an octave higher than it should be.
2. The @14 also overflows at 0:33, although the instrument choice for this particular part of the song is better off as something soft, like @0.
3. The intro is completely wrong. The build-up is missing, the notation of the @14s should be triplets, and the volume should fade to quiet.
4. The @21s sound really bad, and it's just like a lazy snare, but with a different sample. Also the original just uses noise for the percussion.
5. Mixing looks lackluster on the SPC, since every channel is exactly the same volume. Bass should be much louder.
6. This instrumentation would sound better with more sustain on the ADSR.
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File Name: Dr. Robotnik's Mean Bean Machine - Main Theme
Added:
Authors: trumpet24601
Insert Size: 0x0117 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:34
Featured: No
Description: An energetic and heavy cave or factory theme.
Archive

1. The bass notes are wrong, and the @0 part should have double notes. Listen to the original carefully.
2. I hear some echo effects in the melody of the original song, which are absent here.
3. Tempo needs to be raised more to match the original.
4. I'd absolutely apply custom ADSR and vibrato here, especially for the part that plays the main melody at around 0:15.
5. Channels 4 and 5 (#5 and #6) are exactly same from what I can tell.
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File Name: F-Zero Climax - Big Blue
Added:
Authors: Ellipsis
Insert Size: 0x06F4 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:59
Featured: No
Description: Fast, and high-energy, would fit as a boss battle probably.
Archive

1. There's a lazy snare being used here, and the drumbeat could use the kick and cymbals in the original.
2. The bass line feels absent in this port, and it makes this sound empty.
3. The instruments could really use some stronger ADSR than the default ones. Something with no release at all would do, especially on the leads.
4. Mixing really needs some reworking. This port uses similar volumes on every channel with no panning commands.
5. The tempo should be lowered a little.
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File Name: Dr. Mario - Fever
Added:
Authors: Iguy
Insert Size: 0x053D bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 1:16
Featured: No
Description: The famous Fever song from Dr. Mario, could fit as an upbeat bonus theme.
Archive

1. Volume mixing is a huge issue here. The @0 is incredibly loud, especially with the ADSR at full blast. Although, it's mostly the channel itself that is really loud even after switching instruments. The sudden volume change at 1:11 of the whole song is bothersome too.
2. In some parts of the song, the instrumentation feels random and inconsistent. To name some examples, the @4 is heard in the intro's melody only. There's also a strong double bass at 0:53 that just appears out of the blue.
3. At 1:04, there some very quiet dissonant notes that are better off scrapped.
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File Name: Mario Golf - Toadstool Tour - Blooper Bay
Added:
Authors: Supertails
Insert Size: 0x0369 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:59
Featured: No
Description: A very nice tropical tune, from the course in Toadstool Tour.
Archive

1. For starters, this is really empty. Listen to how filled the original is with the chords, especially on the steel drums. There's extra channels that are not being used in the port, so there's definitely room for fix the emptiness.
2. The port uses a lazy snare, when there's bongos, cymbals, kicks, and maracas in the original.
3. The @13 for the bass is a bad choice. The original song uses something like @14.
4. The volume mixing is off here. The melody, which includes the @0 and the @7 should be much quieter.
5. Custom ADSR could really help bring life to this port. The @0 and @1 with their default ADSR is really bad in my opinion and tend to sound far better with custom ADSR.
6. I'd tinker with panning, echo, and vibrato commands.
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File Name: Final Fantasy II - Warship
Added:
Authors: Davros
Insert Size: 0x01F9 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:40
Featured: No
Description: The song that plays when you enter the warship. Suitable for marching levels / cutscenes.
Archive

1. The instrumentation is off by a lot, and it just feels like the instrument selections are too random for me to say that it could be a 16-bit arrangement (the original was 8-bit.).
2. I don't get the @10 either. It's a lazy snare, when it almost feels like that channel was supposed to play bass notes.
3. The tempo picks up in the original, and that detail is not present in your port.
4. I'm hearing wrong notes. The first wrong notes I hear start at 0:04.
5. Custom ADSR... Please...
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File Name: The Legend of Zelda: The Minish Cap - Temple of Droplets
Added:
Authors: Airbourne Bubblun
Insert Size: 0x014D bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:36
Featured: No
Description: Temple of Droplets music from Zelda Minish Cap. Would suit an ice cave.
Archive

1. It's very empty. There's a huge lack of chords and bass notes that the original had that are absent in this port.
2. There really should have been some form of echo here.
3. The @1s need custom ADSR, preferably something strong and slow. They could use some vibrato too.
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Both suffer from similar problems:

- Songs are off-key and seem to have tuning issues in general (the former likely a cause of the .bnk file).
- Songs have monotonous samples with no variety compared to the original (or what could be added, in the DPPt song's case).
- Mixing is questionable, with parts of DPPt feeling too quiet and GSC too loud.

You can find archives of the songs here:
DPPt: link
GSC: link
File Name: Pokémon Gold/Silver/Crystal - Wild Pokémon Battle
Added:
Authors: Tornado
Insert Size: 0x02DE bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 0:47
Featured: No
Description: The second generation wild Pokémon battle theme. Could suit a battle theme and a retro area.


Song suffers from its sample choice, using the same MIDI Square Wave for every sample as opposed to the different waveforms used in the original, including the night variant. Even if it were still only one sample, said MIDI Square Wave doesn't sound very good, either - a traditional square wave would have worked much better, and sounded more natural. Notes also lack vibrato, and some have less than accurate ADSR (not as much of a removal reason as it is a nitpick).

You can find an archive of the removal here.
File Name: Joe N Mac 2: Lost In the Tropics -The Deep Tropics
Added:
Authors: Nintendude88
Insert Size: 0x06A7 bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 0:52
Featured: No
Description: This is the Deep Tropics Level theme from Joe & Mac 2: Lost In the Tropic. Good for mysterious jungle levels.

The song seems to be missing a sample or two from the original that makes it lack the depth that it should have. Additionally, the SPC seems to be lagging. It's hard to verify if it's an AMK-exclusive issue, because the old SPC generated is broken and plays only loud noises with subtle hints of the song playing in the background, likely a relic of its time.


You can find an archive of the submission here.
File Name: Mega Man X6 - Weapon Center (Infinity Mijinion)
Added:
Authors: imamelia
Insert Size: 0x072F bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 1:12
Featured: No
Description: This is the music from Infinity Mijinion's stage, the Weapon Center, in Mega Man X6. This one includes two different versions, the only difference being the percussion samples on one channel. There is also an unsampled version available.
This port suffers from a lot of loud and rough samples that bring down its overall quality. The sample choices also do not lend themselves well to creating the more echo-y feel of the original, instead making the port sound somewhat emptier.

You can download an archive of it here.

File Name: Lufia II: Rise of the Sinistrals - Final Battle
Added:
Authors: Atma
Insert Size: 0x07B9 bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 1:13
Featured: No
Description: What is probably known as the main theme of the Lufia series, Final Battle is almost always played in the final dungeon of the Lufia series (Doom Island). Like my other Final Battle Submission from Lufia I, this best fits a penultimate area.

This port sounds much emptier than the original. The samples are pretty weak and very slightly detuned, and many parts lack that crispier staccato sound of the original. Of particular note, however, is the percussion, which is not only noticeably inaccurate to the original in parts, but also much weaker seeing as it uses SMW percussion combined with the higher-quality Lufia samples. The @8 bass later on has a similar issue, with it sounding a bit detuned as well.

You can download an archive of it here.

File Name: The Legend of Zelda: The Wind Waker - Ocean Theme
Added:
Authors: Masashi27
Insert Size: 0x095C bytes
Type: Song
Sample Usage: Many
Source: Port
Duration: 2:25
Featured: No
Description: Yes, the epic music played when Link sails across the Great Sea. Would work great for a boat. Bon Voyage! :3

The sample choices for this port lead it to sound especially muffled, and the mixing leaves a lot to be desired. Right from the beginning, the lead is way too quiet, an issue that persists throughout the song, with background chords overshadowing the lead frequently. The samples also do not work super well with long, sustained notes, which this song is full of.

You can download an archive of it here.

File Name: Fear of the darkness (improved sampled version)
Added:
Authors: Jead
Insert Size: 0x0204 bytes
Type: Song
Sample Usage: Many
Source: Original
Duration: 0:44
Featured: No
Description: This would make a pretty nice creepy song.

While this is an original composition, it sounds very empty and repetitive, and doesn't have a lot going on. It's mostly just a series of random quiet notes.

You can download an archive of it here.

File Name: Lady Gaga - Poker Face
Added:
Authors: MarioLegendary
Insert Size: 0x02BE bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 1:24
Featured: No
Description: A port of the famous pop song. May suit different levels...

self explanatory

backup
soundcloud / bandcamp / twitter / buy/stream my EP / buy my touhou music / buy my NEW album!!!
File Name: Pokémon Red/Blue/Yellow - Mt. Moon
Added:
Authors: Sinc-X
Insert Size: 0x0675 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 1:15
Featured: No
Description: A 8-bit sounding song, for space levels.
Sounds too bland and is totally unoptimized

Backup
File Name: Mega Man 10 - Wily Stage 2
Added:
Authors: Sinc-X
Insert Size: 0x07F8 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 1:02
Featured: No
Description: Upbeat song that would fit a castle or a fast-paced level.

backup

the transition to amk introduced a ton of slowdown that makes this port barely usable anymore. i'll likely update it at some point but in its current state it is not fit to be in the music section
File Name: Kick Master (NES) - Bottomless Crevasse
Added:
Authors: uyuyuy99
Insert Size: 0x0557 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:36
Featured: No
Description: A fast-paced song that could be used for a boss or a chase level.

The instrumentation and mixing for this port are a little bit all over the place. Understandable for the time, but by nowadays' standards, it could use a considerable amount of ADSR, and some better mixing overall. Additionally, some of the extra spice the original has with its pitch bends is missing. The biggest removal reason, however, is that the percussion is entirely absent.

If you fall down a crevasse, you might not be able to get back up, especially if it's bottomless





























Archived here.

A lot of these ports show their age and suffer from the same general set of issues, including instrument and mixing choices that could be better, and certain sections that are essentially random notes instead of a thought-out melody, which ultimately end up sounding dissonant and/or messy.

It's worth nothing a few of them have other issues as well. Wacky Whistlin', for example, suffers from slowdown due the high tempo and every channel having vibrato.

File Name: Super Mario Land
Added:
Authors: HarvettFox96
Insert Size: 0x0 bytes
Type: Soundtrack
Sample Usage: None
Source: Port
Duration:
Featured: No
Description: The complete soundtrack of Super Mario Land ported to Super Mario World. Includes all the 'misc' music, too.
A lot of these ports don't meet the quality standards for the present-day section. Just to name a few examples:
-Most of the ports could use a great deal of touching up in terms of mixing and instrumentation. A lot of them use loud, staccato steel drums, which don't sound great. Birabuto Kingdom, Invincible, and Marine Pop (which also has too much reverb) are examples of this.
-Beyond just steel drums, a lot of the instrument choices leave a lot to be desired as well. The @4 in Boss Battle and @15 in Last Boss Battle are examples of this. In the case of the former, the mixing isn't great either, with the lead overpowering the background melodies.
-Some songs, such as Muda Kingdom, are filled with broken triplets.
-Other songs, due to the abundance of rests, sound very staccato and broken apart, such as Passed Level.
-Certain songs, such as Ruins, have noticeably inaccurate sections.


Additionally, a lot of these songs have other ports of similar or better quality already existing in the section.

It's a shame the screen doesn't scroll back up in this game.