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Doom NES Music

   (20 reviews)
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About This File

All the original Doom tunes remixed into NES- style chiptunes via Impulse Tracker (IT) format. If you don't know what a chiptune is, basically it emulates the sound of the NES, Commodore 64, etc. music engines in the form of tracker-based music (MOD, XM, S3M, IT, etc). In this case, the songs resemble what you might have heard if Doom was ported to the NES. It should be noted that these songs were converted BY HAND, without the aid of a MID->IT converter of any sort.


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Compared to the the author's other chiptune remixes, this is actually much more convincing and elaborate. Good, oldschool chiptune sound and cheesy sound effects, not mixed with GM drums or midi-esque synths. 5/5 -Maes

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Unknown date

  
This sounds like........CRAP!!!! !! 1/5 stars

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Epic. - DJShrimpy

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Okay interesting, but thats it. It makes my ears bleed, and why would you want to actually take the time to downgrade the music?

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Unknown date

  
Earlier NES, maybe, but by 1990 the MIDI had taken at least a slight leap forward.

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Unknown date

  
Good shit.

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Awesome, and i know what to do with this - godcells

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Unknown date

  
someone should make an 8-bit graphics wad with this.

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Unknown date

  
I hope you don't mind if I use this for an NES style Doom game. Credit will be given.

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Unknown date

  
that was awseome! cool music 5/5

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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