Playlist cover art

仮想敵キャラ

3:05Song Image
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
2:29Song Image
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
3:07Song Image
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
1:07Song Image
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
3:04Song Image
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
3:22Song Image
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
1:57Song Image
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
4:33Song Image
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
2:32Song Image
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