Tidal Tempest Past (Restored) - Sonic CD OST @splodesvault
Tidal Tempest Past (Restored) - Sonic CD OST  @splodesvault
Uploaded July 2024 | Updated September 2026, 5 hours ago
Tidal Tempest Past from Sonic CD, restored to its highest possible quality using the original instrument sources (where applicable/possible)

You can listen and download (.WAV) this track on Google Drive here:
drive.google.com/drive/folders/1pz1BknPpJrULU6KKxCb9iCSa3Nx35PA6?usp=drive_link

Full Playlist: youtube.com/playlist?list=PL2BKaM3wSlVYi48kIVgsluENKGpcBYtED

I'm back, and I also lied HAHA. This is obviously NOT Mario Kart DS (but I will be starting work on Bowser Castle soon). Instead, I just really felt like tackling a Sonic CD track again. Since my previous attempt at Tidal Tempest wasn't great, I decided to give it another shot. Surprisingly, this song is pretty complex, with lots of little details that need to be just right. Unlike my other Sonic CD restorations, though, this one isn't as faithful to the original despite using the correct samples. I took some notes from the Church of Kondo version, like the backing pad, as well as taking some artistic liberties to make it just sound good in general, since the original is quite empty.

Q&A:

Q: How do you make these restorations?

A: I use MIDI files extracted from the game (these can be ripped through software such as VGMTrans or other depending on the game, or found online) and then apply the appropriate samples for the track in specific.

For Mario Kart DS, VGMTrans is used and the sequenced files are saved as .mid and .dls for easy importing into FL Studio. Pitch bends are usually incorrectly played on FL, so they have to be manually tweaked using the Level Scaling feature built into FL. Vibrato on instruments are all guess work.

Q: How do you make your visuals?

A: My typical visualizer format uses the ZGameEditor Visualizer plugin that is included with FL Studio. Oscilloscope videos are done using corrscope, an open source software that can be downloaded here: github.com/corrscope/corrscope

Q: How do you find the samples for these?

A: All of these samples are documented on the NEWER VGM Sound Sources spreadsheet. If you're curious, you can check that out here: docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit

Q: What specifically do you use for the samples?

A: For Mario Kart DS, many samples from the KORG TRITON, Roland JV-1080, Roland XV-5080, and an assortment of different sound library CDs are used. Many of those CDs can be found on websites like Internet Archive, or can also be found uploaded on the VGM & Other Instrument Sources Discord server, which you can join here: / discord

These synths and CD libraries vary from game to game. Once again, if you are curious you can check out the NEWER VGM Sound Sources spreadsheet linked abovre.

Those synthesizers can be either bought physically (expensive), or also have a VST which is also paid but not as much as buying a physical version. If you want those for free, you figure that part out yourself.

Q: What DAW/equipment do you use?

A: I said this before, but I use FL Studio for all of these restorations. I don't have any other fancy equipment, nor do I own any physical synths/racks used in these restorations, but I wish I did.

Q: Can you do (game song) restoration?

A: Depends. Is it from a game with documented sound sources? Is it a game that I would want to do a restoration for? Is it a game where it is possible/reasonable to create one for? If the answer for those is yes, then the answer is, yes I can, might, or I'm already working on it. If not, then No.
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Tidal Tempest Past (Restored) - Sonic CD OST

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