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Old 12 November 2018, 15:44   #21
jotd
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@ransom1122: of course there's music. But it seems to be "evenemential" (adapted to what happens on screen) but I may be wrong.

can you find MP3 version of the Silkwom arcade music levels? (not the NES version that 1 probably sounds bad, and 2 doesn't have enough different tunes)
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Old 12 November 2018, 17:39   #22
jarre
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Tecmo Arcade Game Chronicle MP3 Collection 680MB

· Disc 1 (CD disc 1):
Pleiades / Swimmer / Gazler / SENJYO / Bon Jack / Star Force /
Guri Diane Fight (Domestic version: All American football) / Pinball action /
Tecmocup / Au - Au - (Not yet released game) / Lovely card

· Disc 2 (CD disc 2):
Argos warrior / Solomon key / Teade off / Gemini wing

· Disc 3 (CD Disk 3):
Tecmo Bowl / Ninja Ryugakuden

· Disc 4 (CD Disc 4):
Silk Worm / Wild Fang / BACK FIRE (

Disc not released in Japan) · Disc 5 (CD Disc 5):
Tecmocup '90 / Kaminarikiba

disk 6 (CD disk 6 :
Super Pinball Action / Final Star Force

disk 7 (CD disk 7):
thunder Kishito (domestic unreleased game) / Eight Force / Ganbare Gin-kun / "CR Urusei Yatsura 2"

Tecmo Arcade Game Chronicle.zip

download location: https://ufile.io/zrlzy

silkworm tracks 401 to 408 and 446

Hope this will help keeping games and music NOT get mixed up.

Last edited by jarre; 12 November 2018 at 18:37. Reason: added link and track numbers
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Old 12 November 2018, 18:56   #23
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Quote:
Originally Posted by jotd View Post
@ransom1122: of course there's music. But it seems to be "evenemential" (adapted to what happens on screen) but I may be wrong.

can you find MP3 version of the Silkwom arcade music levels? (not the NES version that 1 probably sounds bad, and 2 doesn't have enough different tunes)
Well the raiden track is also not "evenmential" to silkworm..!!
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Old 12 November 2018, 22:44   #24
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there is only one track in the arcade version.
And it sounds not very well.
ps: i forgot, there is a track for the boss and others but just 1 main track.
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Old 12 November 2018, 23:38   #25
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there is only one track in the arcade version.
And it sounds not very well.
ps: i forgot, there is a track for the boss and others but just 1 main track.
Whatever you think of the original track, it was ones made to fit in the game, so if there was made a amiga version without sound, you always choose in my opinion for a sound which was made for that game. In raiden you should have raiden music, the programmers made it like this, so it belongs to eachother. Like alot of amiga games, you recconize on their music. So i think silkworm deserve the sound which was made for the game, so you reconize this game for it's unique music.
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Old 12 November 2018, 23:48   #26
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thanks for sharing that.

yeah, sounds exactly like I remembered (doesn't sound too good). But I can adapt the CD play so it has only a few tracks, and the "clear" phase. For the purists.
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Old 13 November 2018, 07:01   #27
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Quote:
Originally Posted by jotd View Post
thanks for sharing that.

yeah, sounds exactly like I remembered (doesn't sound too good). But I can adapt the CD play so it has only a few tracks, and the "clear" phase. For the purists.


so you can see that music triggers you're memory with the game. Thats why i think it is important to stay as close as possible with the original.


Sonic needs sonic music, and not mario music.....
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Old 09 December 2018, 11:10   #28
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great addon JOTD, music in important in some games, very important in shoot them up for adrenaline , the gameplay is enchanced, i will try on my CD32 and gave you my feedback .
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Old 12 December 2018, 15:42   #29
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No problem. Now someone should write 12 level tunes and one or two boss tunes... or find some tunes from an obscure game which fits.
I am sure there's some arrange version or remix version of this game's arcade soundtrack somewhere that you could use!

Great work as always jotd, don't listen to the hate, keep it up.
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Old 14 December 2018, 19:13   #30
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I could never understand why most Ron Pieket games had no ingame music. He actually could do wonders with the Amiga sound hardware, but I think his only Amiga game that had ingame music was Rodland.
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Old 14 December 2018, 21:37   #31
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I thnk he wanted to have great multi-channel sfx, not compatible with music at the same time.

Rodland, well, the sfx aren't that great, so the music was a great addition.

All his games are, of course, awesome. I organized a retrogaming festival for my kids 2 weeks ago, 6 or 7 machines (raspberry pis running mame and NES emus, amiga 1200, CD32, PCs running Cannonball & MAME with huge fighting joystick, my pinball, galaxy + emulator...), and the most played amiga games by the kids were:

- Body Blows galactic AGA
- Silkworm
- SWIV
- Rodland (amiga & arcade)
- IK+
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Old 15 December 2018, 03:10   #32
Shatterhand
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No arguing all his games are great... but hearing that AWESOME soundtrack from Ninja Warriors on title screen to have NOTHING ingame was a huge letdown.

I mean, he also coded Hype on MSX.. the MSX had just 3 PSG sound channels and the game still had an amazing soundtrack with cool sfx (all made by him... he did 100% of that game.. coding, gfx, sfx and music and it's also an awesome game, one of my fav MSX 1 shooters ) He also did Skooter on MSX and, again, we have Music + SFX there.

I always found weird coming from MSX and *never* have to choose between Music or SFX on a game, then move on to a superior system with vastly superior sound capabilities and more sound channels and then suddently have to pick between music or sfx on games.
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Old 15 December 2018, 09:34   #33
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Music or SFX is the plague I'm fighting right now.

Maybe one change compared to MSX is the fact that musicians and sfx coders weren't the same on a lot of games. Also, standard module format imply standard module players, which don't have features to interact with sfx. So either create 3-channel tunes, or a system to prioritize sfx over music.

... or play lazy and use the same 4-channel tunes over and over again (Leander)

One great job at music+sfx was certainly Chaos Engine by Richard Joseph: music, sfx, and changing music when approaching the exit! awesome, for an awesome game.

Ninja Warriors is certainly planned. Turrican3 EAB member provided me with the arcade tunes.

The only annoying thing is that I don't know the game well enough, and it seems to have a lot of tune changes, which means a lot of work (reverse engineering to know when the stages change, playtesting, etc..)
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Old 15 December 2018, 14:08   #34
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Quote:
One great job at music+sfx was certainly Chaos Engine by Richard Joseph: music, sfx, and changing music when approaching the exit! awesome, for an awesome game.
Richard Joseph was way underrated IMO, all of his work was always great.
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Old 15 December 2018, 15:31   #35
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He wasn't underrated. He was just great and everybody knows that.
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