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Internal name: caveconc_05_0.cnd. BPM: 84. Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope. Download: https://drive.google.com/drive/folder... This is one of three generic songs for concrete-themed sublevels. The timings of gestures are rather erratic, and the selection of instruments is highly diverse, which correspond to some very random mixtures of enemies of these floors. Wollywogs, Crawmads... Dumples, Blowhogs..? Sure! This one is my personal favorite. Theres a single unused variant of this song known as caveconc_05_1.cnd. Like the other concrete songs, it's totally identical with just some light modifications to the volume and panning levels of every track. However, that one curiously has the instruments shuffled around into different mixes. This song also has a fully functional spiderwort-mix instrument which is unused because spiderworts don't appear in caves. I used the information from caveconc_05_1.cnd for the pads in this video instead of caveconc_05_0.cnd, because their max volume is set to 0 for some reason. The music will activate extra instruments depending on the game state: Main: 0:00 Working: 1:43 Carrying treasure: 2:17 Enemy near: 3:08 Battling enemy: 3:43 (Unused) Near burgeoning spiderwort: 4:34 More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it). Pikmin 2's cave music also infinitely, randomly generates! Instruments used: Pipe1: Yamaha - PLG150-VL DeepDrm: Q-Up Arts - Voices of Istanbul Maman: Spectrasonics - Supreme Beats (Africa) Bass: Spectrasonics - Bass Legends TimSide: Digidesign - SampleCell II CD-ROM Library #1 Chekele: Spectrasonics - Supreme Beats (World) Lead a1: Pikmin 2 BsCl: Best Service - Peter Siedlaczek's Advanced Orchestra Chord: Pikmin 2 Hat _L: Pikmin 2 Set _R: Pikmin 2 Amb_L: Yamaha - PLG150-DX Amb_R: Yamaha - PLG150-DX Instrument ramblings (Feel free to ignore): This song has an extremely wacky instrument line-up, and I love it for this reason. Pipe1 is a patch called Lite Pipe from the Yamaha PLG150-VL. This synthesizer uniquely uses physical modeling synthesis, which results in some very realistically responsive and dynamic instruments. However, its more akin to an uncanny-valley sort of realism in my opinion; the sounds on the synth fall just short of sounding... REAL real. The synth is over 20 years old after all, and was just an early attempt at this synthesis technique. The mimicry though is still incredibly impressive, and the weirdness is something Totaka would definitely relish. DeepDrm is a Turkish drum called a davul, and is being reused from the Yard theme. The Maman is a very uncommon African drum that is home to Haitian vodou drumming specifically. The bass is the only instance of Spectrasonic Bass Legends in this entire soundtrack, and it's a Jaco Pastorius Fretless Bass, with the samples being performed by Marcus Miller. This same bass guitar appears one other time in a Nintendo game: Cheep Cheep Beach on Mario Kart DS. TimSide is a timpani being struck on the side, instead of the head. Most sample libraries these days that include timpani usually omit extra FX like this, so it's very cool to see here! The only modern library I own that also has timpani side hits is CinePerc. "Chekele" is a misspelling of shekere, a percussion instrument. "Lead a1" is a very short organ waveform with vibrato added in post. A very similar sound is used in Pikmin 3's Bingo Battle music. BsCl is a single bass clarinet sample, from Peter Siedlaczek's Advanced Orchestra. It's a pretty prestigious library, renowned for thoroughness and quality in its time. So this very simple usage of one single clarinet sound is very amusing. The chord sample is currently unknown to come from anywhere. It gets used in Burnt Burrow as well. The drum set is split between two tracks: one is dedicated for the hi-hat, while the other is the kick and snare. Them being split allows them to randomize independently from one another. This drum set also has unknown origins, but it has appeared in at least one other game: Pokemon Stadium 2, which has its soundtrack composed by Hajime Wakai, not by Kazumi Totaka. Because of this, I thought that perhaps this drum set is from a SampleCell library. Most composers at Nintendo used SampleCell around the time of the N64, though Wakai would drop it after Pikmin 1, which is why he didn't use Ultra Gigapack and Supreme Beats in Pikmin 2 (Totaka is still using them though). Wakai uses AKAI libraries instead in Pikmin 2. The sine-pads are from the PLG150-DX. The patterns are exactly the same across all 3 of the concrete themes, though for this song, both are transposed up 3 notes.