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Street Fighter 2 SNES Retuned - Ryu vs Bison with Critical Theme Added 

hambone1138
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The SNES version of Street Fighter II didn't feature "critical damage" versions of each character's theme, so I made my own for them. In this video, I've added my remastered M.Bison critical theme into some gameplay footage just for fun. Enjoy!

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27 окт 2024

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Комментарии : 15   
@mario_nerd_6446
@mario_nerd_6446 2 года назад
Once again another great job, buddy. ^^ I hope we can see more of these retuned fights soon.
@hambone1138
@hambone1138 2 года назад
Glad people are liking these. They're fun to make, but a lot more work than the retunings, which I need to finish anyway.
@mario_nerd_6446
@mario_nerd_6446 2 года назад
@@hambone1138 I hope to see Ryu vs Ken on Ken’s stage soon
@hambone1138
@hambone1138 2 года назад
@@mario_nerd_6446 Just granted your wish today!
@ミソラアカリ
@ミソラアカリ Год назад
SNES Street fighterⅡdash
@SeventhCycle
@SeventhCycle Год назад
This is so much closer to the arcade sound-wise. I know you’re not quite using the same percussion samples that the arcade is using, but it sounds so much more on point. Question though: is this sound mix actually possible on a SNES? I’m assuming this isn’t a rom hack since we still hear music alongside “you win” God, this would have made the home port so much better.
@hambone1138
@hambone1138 Год назад
That's a great question, probably above my pay grade. But I'd say it's at least partially possible. The bells and pitch should be easy to correct. For the drums, I just bumped the levels and adjusted the pitch by a few steps. I think the cymbal could be worked into the percussion channel, like it is on a number of other characters' tracks. As for the music still going thru the end of the round, I'm not sure about that one. I remember the SNES version of vanilla SF2 didn't have the announcer or crowd applauding at the end, so the music lasted longer. I will say I don't love how it just dies away so abruptly in the Turbo version. But thanks for the kind words. This project is my attempt to give the SNES version the sound I'd wished it had, and feel like it's capable of.
@robkrasinski6217
@robkrasinski6217 Год назад
In the arcade the music plays when speaking you win/lose then fades away. In the SNES Turbo the game pauses for a split second after the defeated player is on the ground, the music stops when the defeated player is falling, and it speaks you win/lose after the pause. SNES Turbo added crowd sound effects to some stages at the end of fights, after the you win/lose. And the SNES stage music simply speeds up when a player's health bar is near KO rather than a separate speed up track that gets higher pitched then repeats like the arcade.
@hambone1138
@hambone1138 Год назад
@@robkrasinski6217 Good ear! I didn't like how the music just died away as soon as you KO'ed the opponent. It just felt kind of awkward, like when you're at a bar and there's too long of a pause between songs. So I let it keep going, and fade out while the announcer is speaking, like in the arcade. I didn't really care for the crowd noises, so I left 'em out.
@s7vendadonofficial220
@s7vendadonofficial220 2 года назад
🔥🔥🔥🔥🔥🙏
@DaigoKengo
@DaigoKengo Год назад
This is MSU-1 worthy.
@hambone1138
@hambone1138 Год назад
Thanks. That means a lot!
@jefferyharris730
@jefferyharris730 Год назад
Bison: All I get is talk and no action! You must not be concerned about your friend, who's probably dead by now!
@fighter604
@fighter604 Год назад
Can you use arcade drums?
@hambone1138
@hambone1138 Год назад
Not exactly. For this project, I keep the SNES instruments, but adjust the pitch, volume and reverb levels to bring the theme closer to the arcade version, while still keeping the SNES flavor. I experimented once using the arcade drum track on Ryu’s theme, but it just sounded a little “off” with the SNES instruments.
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