3:05

J2000マン
v4.5+
16-bit Chiptune, Instrumental, Synth Rock, Action Platformer Game Style
Instrumentation: Pulse wave lead, square wave bass, triangle wave counter melody, noise channel drums, FM-style harmony synths
Rhythm: Steady 8th-note foundation with syncopated melodies and occasional 16th-note fills
Mood: Mysterious, tense, and cool with an undertone of melancholy
Texture: Layered monophonic synths with stereo panning and echo effects
Vocal: None (instrumental only)
Production Notes: Authentic SNES-style mix, lo-fi compression, game-level looping structure, 32 kHz sample rate emulation
2:29

ボクサーマン
v4.5
16bit Game Music, SNES Boxing Ring Stage, High-Speed Combat
Instrumentation: 1-cycle square wave lead, short looped pulse bass (duty cycle 25%), white noise snares and kicks, short PCM toms (≤64ms), 3-note arpeggios simulated via rapid pitch cycling
Rhythm: Fast 4/4 with driving on-beat and syncopated lead stabs
Mood: Energetic, focused, high-stakes
Texture: 8-voice SPC700 dry mix, echo applied only to melody on channels 0–1, no overlapping long sustain or pads
Vocal: None (instrumental only)
Production Notes: All instruments built for SPC700 hardware constraints: 64KB total sample RAM, max 8 voice polyphony, no sustained stereo PCM, no sub-bass, All sound sources are short-loop waveforms or brief PCM hits under 1 sec
3:07

メンブリマン
v4.5
16bit Game Music, SNES Hyper Space Stage, Techno Orbit Theme
Instrumentation: Sharp square wave melody with glide, fast triangle bass, PCM blip chords, crisp noise percussion, fast arpeggios, shimmer FX
Rhythm: Fast-paced 4/4 with steady drive, syncopated phrasing, and tight transitions
Mood: Stylish, futuristic, high-energy
Texture: Clean 8-voice SPC700 mix, echo delay on leads and FX, wide panning for motion
Vocal: None (instrumental only)
Production Notes: SPC700-compatible design with looped waveforms and short PCM samples; echo used dynamically to emphasize pulse and create spatial tension in a fast-moving space battle stage
1:07

ブーメランマン
v4.5
16bit Game Music, SNES Electro-Aqua Stage, Pool Area Theme
Instrumentation: Bright square lead, triangle bass, short-loop FM-style plucks, filtered noise snares, bubbly FX samples, clean vibraphone-like pad
Rhythm: Mid-fast 4/4 with syncopated accents and flowing melodic phrasing
Mood: Refreshing, techy, alert
Texture: Crisp and dry SPC700 8-voice mix with balanced stereo panning and tight phrasing
Vocal: None (instrumental only)
Production Notes: Designed within SPC700 limits using short looped clean synth tones, pitch-swept FX, and rhythmic square motifs to evoke a cool, high-tech water facility atmosphere
3:04

トランクスマン
v4.5
16bit Game Music, SNES Action Synth
Instrumentation: Short-looped ADPCM slap bass sample, square wave lead with portamento glide, gated synth stabs, metallic tom samples, crisp dry snares, filtered crash cymbals
Rhythm: Driving 4/4 with fast kick-snare alternation and syncopated hi-hats
Mood: Seductive, tense, high-energy
Texture: 8-voice sample-based layering with mono synth focus, dry stereo field
Vocal: None (instrumental only)
Production Notes: Built within SPC700 constraints using actual SFC-era sample techniques—low-bitrate drum hits, limited sustain loops, no real-time effects beyond basic ADSR and echo registers
3:22

チューペットマン
v4.5
16bit Game Music, SNES Rock, Retro Synth Fusion
Instrumentation: Clean digital synth lead, punchy FM bass, shimmering pad layers, icy bell tones, tight electronic drums
Rhythm: Mid-fast 4/4 with syncopated snare fills and driving energy
Mood: Cold, sleek, adventurous
Texture: Layered and polished with stereo spread and ambient shimmer
Vocal: None (instrumental only)
Production Notes: Inspired by SNES-era sound chips with rich digital synth palette and looping structure
1:57

ハミガキマン
v5
16bit Game Music, SNES Battle Action
Instrumentation: Square wave lead with rapid pitch bends, triangle wave bass with short decay, noise-channel hi-hat simulation, low-bitrate kick and snare samples, metallic tom hits, short echo-filtered crash samples
Rhythm: Fast-paced 4/4 battle groove with relentless kick patterns, sharp snare accents, and tight syncopation
Mood: Aggressive, urgent, retro-heroic
Texture: Dense but dry 8-voice SPC-style layering, mono-centric synthesis with minimal stereo spread
Vocal: None (instrumental only)
Production Notes: Authentic SPC700-style composition using short-loop samples, strict polyphony limits, no modern effects, echo register used sparingly to emulate SNES hardware reverb
4:33

ナスビマン
v4.5+
16bit Game Music, SNES Boss Battle
Instrumentation: Aggressive square wave lead with sharp pitch bends, detuned pulse wave harmony, distorted triangle wave bass with fast decay, noise-channel snare and hi-hat simulation, heavy low-bitrate kick drum, metallic tom and crash samples
Rhythm: Intense fast 4/4 with constant forward drive, rapid kick patterns, emphatic snare hits, and syncopated fills for attack emphasis
Mood: Menacing, high-tension, relentless, dramatic
Texture: Thick but controlled 8-voice SPC-style layering, lead-heavy mono focus with minimal stereo echo
Vocal: None (instrumental only)
Production Notes: Composed strictly within SPC700 limitations using short-loop samples, limited polyphony, no modern processing, hardware-style ADSR envelopes and restrained echo registers to preserve authentic SNES boss battle sound
2:32

ナスビマン
v4.5+
16bit Game Music, SNES Boss Battle
Instrumentation: Sharp square wave lead with rapid pitch modulation, pulse wave harmony stabs, triangle wave bass with short decay and no sustain, noise-channel snare and hi-hat emulation, low-bitrate kick drum sample, metallic synthetic tom hits
Rhythm: Fast and relentless 4/4 with tight quantized patterns, frequent fills and abrupt breaks typical of SNES boss encounters
Mood: Intense, threatening, high-pressure, retro-arcade
Texture: Dry and compact 8-voice SPC-style layering, mono-dominant mix with minimal echo use
Vocal: None (instrumental only)
Production Notes: Pure SPC700-style synthesis and sample playback only—no live instruments, no guitar emulation, short looped samples, strict polyphony limits, ADSR envelope shaping and hardware echo registers used minimally for authentic Super Famicom sound

