I decided to try and recreate some of the sound effects from the Super Mario games. I got the sound effects from this soundboard specifically Fireball, Jump, Power-up and Warp Pipe. I've linked my patches here for people to have a look at and point me in the right direction for being more efficient with the sound creation and coding process.
The process involved bouncing the audio out of the soundboard, then analysing the file in Izotope RX. From there i could identify things like which wave form to use (square) everything from frequencies, note duration, envelopes and anything else. Initially I had used an infinite bandwidth squarewave but that proved to bright against the original so went with a bandlimited square wave using sinesum. The biquad is a lowpass filter dialed in using [lowpass] and [tanh] is there just for a little distortion.
I usually never find annoyances with details this minor in games, but from all the preview footage I've watched of this game the jump sound effect is so sharp, grating, and much louder than all of the sound effects.
Hello, i have made Mario with an ESP32 and i have all the sounds except the jump sound small and super jump, I am using tone and a passive buzzer and a WAV or MP3 or any other format is to large, it must be using Tone.
I will pay 25 as i do not expect anyone to work for hours on it, preferably someone who knows exactly how to create sounds with Tone and thus probably in 10 minutes work for someone as such, I can squeeze a tad more cash if you can get them perfect.
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Also, if you are going for the closest to the coin op, the run sound isn't the same squeak-squeak-squeak from the coin-op. Even if the sound you are using is the same as Mario Bros XE, personally I'd rather hear the Donkey Kong squeak-squeak running sound. Just a comment.
As I mentioned above, the software sprite data is limited to the current width, so there isn't enough room for the turtle to jump out NEXT to his shell. I would have definitely added that, but it would require way more work.
My biggest gripe with the gameplay on this version is Mario's jump. Mario should be able to jump full right or left, from a still position. That is the only time inertia isn't a factor. This version is lacking that, but it's such a small thing to such a great work of art.
I would LOVE that version (I play it on my NES Everdrive Cart), except I am SO upset that they RUINED the gameplay by allowing mid-air control of the jumps. It totally loses what made Mario Bros a challenge.
Are you planning to re-do the sounds and music for this? I have a set of sounds I was going to use on a proposed remix of the 7800 version of the game. These are 7800 executables but I think they can be re-jigged for the XL or 5200, and I think they sound a lot closer to the arcade than what we have now.
Here is the complete zip file with all the sounds. I have done two versions of Mario's footsteps. One is a scratchy sound like the arcade, and the other is the musical tone like on the NES version. There is also a text file included which shows all the needed AUDCTL settings and how the sounds should be mapped onto the sound channels. Let me know if you have any questions.
But I really liked this song, so I thought I'd use it in Super Mario Galaxy. There was an athletic level just right for it, so I did a nice arrangement including the dweee sound and finally took care of that song.
Super Mario World was for the Super Famicom (Super NES), so I was overjoyed at being able to make eight sounds all at once. In order to convey to players just how great the Super Famicom was, I decided to use a bunch of instruments at once, using them one right after the other in the title song.
That electronic sound had established itself apart from other music, and I myself had thought of that as game music, but with the Super Famicom, I could use all kinds of instruments and make all kinds of music, so I started worrying about what exactly game music was. While working on Super Mario World, I decided to make game music should be music that uses an ensemble of instruments that you wouldn't usually hear anywhere else.
For sound effects as well, I could have used square waves as up to that point, but since I had better sound now, I decided to leave the mode as it was for sound effects and use the timbre of musical instruments. For example, the sound for jumping is a pan flute.
The N64 had 3D modeling capabilities, so I had to drastically change the soundscape. I didn't think I could make the music the same way that I had before. The N64 had even better sound capabilities. I could create sound almost like you would hear on a regular music CD. There were some complications making the data, but bass was bass and drums were drums. Making the music was like actually playing real instruments.
Right. It was decided that we should give him a voice. In 3D, I couldn't get the jump sound to match the action right. So I put in a sound for when he lifted off and for when he landed, and I had him make a sound with his voice. A lot changed starting with the N64. Including how I viewed sound effects.
Next is "Delfino Plaza" from Super Mario Sunshine.15 The sound source improved even further with the GameCube. It could generate a pretty crisp guitar sound, so I decided to make good use of that.
And the game takes place on a southern island, but the other developers told me the resort area was more European than Latin American or Pacific in character, so I decided to make music to suit that kind of atmosphere. 15
When Super Mario Sunshine came out, I had started working on game music at a different company. I called the people around me over and said, "This is what game music scoring 100/100 sounds like, so listen!" I stressed to them how the music was able to concentrate everything from the general atmosphere of the game world to the fun of spraying water using just a few sounds.
Next is the aboveground BGM for New Super Mario Bros.16 on the Nintendo DS. Actually, someone else was in charge of making this song, but someone told me it didn't quite sound like Mario music, so I decided to redo it. 16
Right. I really fretted over how I could change it from previous music. The other songs were made by other staff members, but the music feels new and we managed to generate a pretty nice sound quality through the Nintendo DS system's small speakers, so I feel like overall it came together pretty well.
Rob used the accelerometer in the Wii Nunchuck to sense when his kids jumped (which triggered a corresponding sound) and also used the device to control the other sound effects. For the sounds themselves, he used a birthday card that can record up to four different sounds.
This is the sound that Mario & Luigi make when they jump in the video game Super Mario Bros.. It sounds very similar to, but shouldn't be confused with SLIDE, CARTOON - SHORT SPLING on the Hanna-Barbera Sound Effects Library.
First find the sounds you want to use. I just did a few google searches and came up with plenty. Follow the instructions on the card to program each sound effect into the card. After your sounds are programmed carefully pull the card open to find the sound board. It is glued on pretty good so be careful removing it from the card.
Once you have the sound board off the card you can trim off the wires we don't need. On this board it should look like this first picture. Keep the left wire for each pair of button wires. Remove the record button wires. Remove the battery holder since we will get power from the arduino.
How this board works is the left button wire of each button is the input wire and the right is 3V. When the button is pressed it completes the circuit and brings the input wire up to 3V and triggers the sound. Since the arduino I am using is 3.3V when you set an output to high that does the same thing and triggers the sound. So all we have to do is wire each of these to a pin on the arduino.
To connect the sound board to the arduino solder the button wires to D6, D7, D8 and D9. Order is not important, you can change which sound is which in the code. Then solder the white ground wire to GND on the arduino and the yellow power wire to 3V3 on the arduino.
Take the 3.5mm jack and solder the 2 speaker wires to the 2 wires on the jack. If the jack is stereo it will probably have 2 wires and bare wire around them. Solder one of the wires from the sound board to the bare wire and the other wire from the sound board to both of the other wires from the jack to make it mono.
Attached is the arduino sketch that I made for this. There are plenty of tutorials about using an arduino so I won't repeat that. You just need the attached file and the nunchuck_funcs library.
Go to the WiiChuck homepage for more info and the nunchuck_funcs library for the arduino.
In the code is a section like this:
int FirePin = 7;
int SuperPin = 8;
int CoinPin = 9;
int JumpPin = 6;
This is where you set which sound is on which pin of the arduino. Change the pin numbers to suit where you put the sounds. The JumpPin is on the C button and plays when the nunchuck goes up and down quickly. The FirePin is on the Z button and the other 2 sounds play when the joystick is moved up or to the right.