Thirteen chip tracks, one for each place the game puts you. Listen here, take them with you, or hear them in the game's own jukebox under GALLERY.
The title screen, second variation
1:21 · 2 voices · 1.9 MB
timbre approximated: glocken
The title screen, third variation
1:21 · 2 voices · 1.9 MB
timbre approximated: glocken
The menu
1:16 · 2 voices · 1.8 MB
World 1 -- sectors 1 to 3
1:16 · 2 voices · 1.8 MB
World 3 -- sectors 7 to 9
1:16 · 2 voices · 1.7 MB
World 4 -- sectors 10 to 12
1:16 · 2 voices · 1.8 MB
The Hunter, the Colossus, the Queen
1:16 · 3 voices · 1.8 MB
The final guardian
1:17 · 3 voices · 1.8 MB
Entering your name in the high scores
1:24 · 2 voices · 1.9 MB
Your own stages, from the level editor
1:16 · 3 voices · 1.8 MB
timbre approximated: organ
They were not recorded off an emulator. They are rendered straight from the game's own score -- the same note data the ROM plays -- so a track here cannot drift from the track in the game.
The notes, their order and their lengths, the frequencies, the volumes and the stereo placement all come from that source, and playback runs through a 32-step wavetable, which is what gives the Virtual Boy's sound chip its grain.
One caveat, stated rather than hidden: of the seven wave shapes, four -- square, triangle, sine, sawtooth -- are reconstructed exactly, because their 32-step definition leaves no room for choice. The other three, organ, glockenspiel and piano, live in an engine component outside this project and are approximated by harmonic series. Every track that uses one says so above.