Uploaded November 2024 | Updated September 2026, 3 weeks ago
Composers: Jun Ishikawa & Hirokazu Ando
00:00 - Title
01:46 - Lobby
03:23 - Level 2
06:19 - Amiibo Kirby
09:00 - Vs. Mid-Boss
12:30 - Level 3
14:06 - Amiibo King Dedede
16:28 - Vs. Boss
17:30 - Level 4
19:40 - Amiibo Waddle Dee
23:39 - Level 5
25:49 - Vs. King Dedede
27:13 - Vs. Giant King Dedede
30:02 - Amiibo Meta Knight
33:56 - Secret Path
36:39 - Vs. King Dedede (Secret Path)
39:19 - Vs. Giant King Dedede (Secret Path)
44:31 - Staff Roll
Oh boy, this is also quite a lot to go through. Basically all non 48khz Switch music is upscaled with a new upscaling algorithm that works and sounds better than my old concept. Now I can actually also tackle 22khz and 32khz audio and make it sound better and less compressed. Some of the tracks I could source lossless from the club nintendo promos but had to edit to loop. I also included the bonus arrangements from the CDs. Everything is included except jingles. I also included some beta versions for Return To Dream Land and it also includes the recent Switch remaster new music. I did however source all the RTDL original music from the Wii version since it sounded way better than these weird awful upscales they included in the Switch version. They sounded less clean and noisy and were all fake lossless. Super Star Ultra actually sources all the tracks outside of the DS exclusives from the SNES since they sound better than the DS midi arrangements. Also the DS exclusive tracks were actually mastered differently so that they sound closer to the SNES tracks and less dry.
Composers: Jun Ishikawa & Hirokazu Ando
00:00 - Title
01:46 - Lobby
03:23 - Level 2
06:19 - Amiibo Kirby
09:00 - Vs. Mid-Boss
12:30 - Level 3
14:06 - Amiibo King Dedede
16:28 - Vs. Boss
17:30 - Level 4
19:40 - Amiibo Waddle Dee
23:39 - Level 5
25:49 - Vs. King Dedede
27:13 - Vs. Giant King Dedede
30:02 - Amiibo Meta Knight
33:56 - Secret Path
36:39 - Vs. King Dedede (Secret Path)
39:19 - Vs. Giant King Dedede (Secret Path)
44:31 - Staff Roll
Oh boy, this is also quite a lot to go through. Basically all non 48khz Switch music is upscaled with a new upscaling algorithm that works and sounds better than my old concept. Now I can actually also tackle 22khz and 32khz audio and make it sound better and less compressed. Some of the tracks I could source lossless from the club nintendo promos but had to edit to loop. I also included the bonus arrangements from the CDs. Everything is included except jingles. I also included some beta versions for Return To Dream Land and it also includes the recent Switch remaster new music. I did however source all the RTDL original music from the Wii version since it sounded way better than these weird awful upscales they included in the Switch version. They sounded less clean and noisy and were all fake lossless. Super Star Ultra actually sources all the tracks outside of the DS exclusives from the SNES since they sound better than the DS midi arrangements. Also the DS exclusive tracks were actually mastered differently so that they sound closer to the SNES tracks and less dry.








![Descent 2 (Re-Engineered Soundtrack) [SCVA SC-55]
Composer: Dan Wentz
00:00 - 01. Descent 2
03:00 - 02. Briefing
04:34 - 03. Game #1
07:25 - 04. Game #2
12:04 - 05. Game #3
16:39 - 06. Game #4
20:02 - 07. Credits
These are all new releases. This time around I tackled PC games with Midi GM soundtracks from the mid 90s. I did these over a couple of months though I already looked before that into the topic since I first needed to figure out a process that makes it possible to render HQ audio because that Roland SCVA 1.16 VST was really picky about the DAW and most didnt work but FL Studio worked fine in combination with loopMIDI.
I usually tracked down the original MIDIs and avoided mus conversions as much as possible for instrument and BPM accuracy. This is why you might notice a few little differences in comparison to other renders since the Doom renders are based on the leaked Doom source code which still had the original Bobby Prince midi compositions rather than mus. They still had their Roland GS extensions intact for example.
After getting all the MIDI files I mostly rendered all channels one by one so that I can do more precise cleaning and mixing. The Bobby Prince and Lee Jackson compositions were most of the time left as is since they were composed on Roland and sounded right to me. Heretic and Hexen were highly reworked though and the mixing might be quite different from what you are used to since I really wasnt happy with the instrument balance and I tried to make clean balanced mixes with every detail audible and a clean soundstage. The James Paddock compositions were only slightly reworked since they were usually fine with the soundfont.
What was made completely different is Descent though. This is because there wasnt really a way to render the midis directly due to them being hmi files and some of the MIDI information and samples coming straight from the games code. Therefore I setup Dosbox and recorded the MIDI output and then did the mastering. In this case I also included the Redbook audio as bonus which I declicked and remastered too.
All renders and masters were saved as 96khz 24bit though it should be said that the majority of the SCVA samples seem to be 16khz. Descent 2 (Re-Engineered Soundtrack) [SCVA SC-55]](https://i.ytimg.com/vi/v-Eb6wp0LXQ/mqdefault.jpg)

