Internal name: cavemetal_00_0.cnd.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folder...
This is one of three generic songs for metal-themed sublevels. This piece is extremely complex and highly randomized, fitting for the navigation of a dark metallic labyrinth. This theme is believed to be the first cave song finished for the game, as future songs contain a lot of leftover data that originate from this one.
All 3 of the metal cave themes (and even all 3 soil cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Almost every single extra variant goes unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
Негізгі бет Ойындар Metal 1 - Pikmin 2 (High Quality + Oscilloscope)
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