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<blockquote data-quote="Shaneus" data-source="post: 152246" data-attributes="member: 204"><p>Big difference in the <em>types</em> of music, though. Look at TZ: It's that very Mega Drive/Genesis-esque synthesized music style, which sounds like basic MIDI from back in the days of old PCs. Whereas everything with DCS onwards uses actual recorded music that's cleverly looped. For an easy comparison, play TZ and STTNG back-to-back. As long as you're not playing on a handheld or PS4 (where the recorded music is significantly lower in quality) you'll hear the difference... one uses recordings of real instruments, the other doesn't.</p><p></p><p></p><p>Yeah, that's pretty much it. But it's not so much about them keeping costs low per se, just that there was no need for them to change anything. The big change for them was going from synthesized to digitised music which we saw with DCS (see above).</p><p></p><p></p><p>But if you think about how a game of pinball compares to a video game, modes often change very, VERY quickly. Modes usually only last for 30 seconds or so, in-between modes rarely more than that as well. Whereas video games range from at least 1 to many minutes at a time depending on the game.</p><p></p><p>The most realistic solution I could have seen working with pinball machines back then is if they went to some kind of a tracker format like those used in Amiga games, such as the .mod format. Small footprint, all sounds/samples included in the song (so not restricted to a fixed set of sounds) and frequently in games you see graphical events triggered when a sound is played (such as <a href="https://www.youtube.com/watch?v=qGP6omq1uBk&feature=kp" target="_blank">this</a>). Hell, Pinball Dreams/Fantasies etc. used that exact format and it worked ridiculously well. Don't think it took a lot of processing power, either.</p><p></p><p>That would get you the more realistic sound you're looking for, even to the point of being a score (something not unlike <a href="https://www.youtube.com/watch?v=DTSpT6lkNA4" target="_blank">this</a>, as an extreme example).</p><p></p><p>But obviously, this was 20 years ago and hindsight is a harsh mistress, innit? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p>Absolutely nothing stopping anyone. I even believe you can buy hobbyist-level circuit boards which will play MP3 files from an SD card when a switch is closed. Hooking that up to a KISS machine would be a cinch <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shaneus, post: 152246, member: 204"] Big difference in the [i]types[/i] of music, though. Look at TZ: It's that very Mega Drive/Genesis-esque synthesized music style, which sounds like basic MIDI from back in the days of old PCs. Whereas everything with DCS onwards uses actual recorded music that's cleverly looped. For an easy comparison, play TZ and STTNG back-to-back. As long as you're not playing on a handheld or PS4 (where the recorded music is significantly lower in quality) you'll hear the difference... one uses recordings of real instruments, the other doesn't. Yeah, that's pretty much it. But it's not so much about them keeping costs low per se, just that there was no need for them to change anything. The big change for them was going from synthesized to digitised music which we saw with DCS (see above). But if you think about how a game of pinball compares to a video game, modes often change very, VERY quickly. Modes usually only last for 30 seconds or so, in-between modes rarely more than that as well. Whereas video games range from at least 1 to many minutes at a time depending on the game. The most realistic solution I could have seen working with pinball machines back then is if they went to some kind of a tracker format like those used in Amiga games, such as the .mod format. Small footprint, all sounds/samples included in the song (so not restricted to a fixed set of sounds) and frequently in games you see graphical events triggered when a sound is played (such as [url=https://www.youtube.com/watch?v=qGP6omq1uBk&feature=kp]this[/url]). Hell, Pinball Dreams/Fantasies etc. used that exact format and it worked ridiculously well. Don't think it took a lot of processing power, either. That would get you the more realistic sound you're looking for, even to the point of being a score (something not unlike [url=https://www.youtube.com/watch?v=DTSpT6lkNA4]this[/url], as an extreme example). But obviously, this was 20 years ago and hindsight is a harsh mistress, innit? ;) Absolutely nothing stopping anyone. I even believe you can buy hobbyist-level circuit boards which will play MP3 files from an SD card when a switch is closed. Hooking that up to a KISS machine would be a cinch :) [/QUOTE]
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