Sonic Forces - Virtual Reality (Sega Genesis Remix)

16-bit chiptune demake cover of "Virtual Reality" (remix of Supporting Me from Sonic Adventure 2) from Sonic Forces, compatible with the Sega Genesis / Sega Mega Drive console. DOWNLOAD (MP3, VGZ & DMF): https://drive.google.com/file/d/17gwA... Feel free to use it for your videos or fangames. NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask. MORE SONIC FORCES: *Genesis (16-bit): https://youtu.be/playlist?list=PLUXhD... ·Master System (8-bit): https://youtu.be/playlist?list=PLUXhD... - - - - - - - - - - - - - - - Technical info ·Program: DefleMask Tracker v0.12.0 ·System: Sega Genesis / Sega Mega Drive (YM2612 [FM], SN76496 [PSG], Sega DAC [PCM]) ·FM instruments loaded: 12 ·PSG volume macros loaded: 3 ·PCM samples loaded: 3 ·Max. FM channels active: 5 (6 when DAC is off) ·Max. PSG channels active: 3 ·FM channel 6: set to DAC (changes to FM a few times) ·PSG channel 4: Free range white noise ·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03) ·Time in development: 7 days - - - - - - - - - - - - - - - About the song: I started by just getting the structure ready first, I do that by syncing the beat to the song to get the tempo and number of rows right. Then I imported a bunch of Sonic instruments I thought could do a good job at replicating the original, and started editing them immediately, but as placeholders for a while. I reused the good old Dis. Guitar '94 and also the one I used in my Enemy Territory remix, at first it was just out of curiosity, but it worked really well for the notes that were supposed to be a bit harder to make out, so it stayed for that. The samples are also reused, I think I've used them for pretty much every Avatar song. It wasn't very difficult to do overall, the dubstep part was surprisingly simple to do since there was no need to import any new instruments for it, what was difficult and took a lot of time to do was editing the instruments themselves, as always, that on its own took over half of its development time. I've learned from experience now that having go-to games for specific things is a really good practice, Sonic instruments especially are very versatile, nearly every single instrument here (other than the guitars) are from Sonic games, and when they aren't enough I can rely on other games, like in this case were Devilish, Decap Attack, and Thunder Force IV for the FM tom that I always use. One thing I don't do often is mixing FM and PSG square waves, here I used FM square waves to have them on stereo, to make them more dominant, and when the guitars came in I turned them into one PSG channel, then I added some echo to not have them fade out completely. About the picture: It's mostly reused sprites from my previous mockups of Green Hill, now with the addition of the crates, and a Shadow sprite I got from The Spriters Resource, which I had to edit a little to fit the color palette, and to change the yellowish glow it had to a white glow more akin to Sonic 3. I also changed the background's color palette, when I rendered the picture for the thumbnail I thought it looked way too bright and cheery, more like a Fortnite thumbnail than a Shadow level, so I toned down the colors a bit, and I think it actually looks better than the one I had before while still being darker, what a pleasant surprise. I didn't know what kind of pic to make, the level is kind of a "level design is my passion" type of thing, so I wasn't sure what to highlight from it, the only thing that stood out was the crates and the illusion cubes going in circles which I don't think I'm good enough to draw, so I just did the crates. I couldn't bring myself to just spam crates and call it a day, but I couldn't ignore the spam either, so I tried to have a balance of both.