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  #1  
Old 09-02-2007, 01:52 AM
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Hurry! Exit!

Well, this is for something that's due tomorrow, I need a game clip to go with this.

The assignment was to make music for a fictatious game (as in: there is no game, we just have to make the music for one)

We're completely open in options as to what kind of game, but (Action/)RPG is what I'm most familiar with, though I guess a lot of music could me used for many genres

Please tell me what you think so far ^_^
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Old 09-02-2007, 03:22 AM
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Re: Hurry! Exit!

Well, I must say I found this piece to be very "Tasteful" if you will. Which is very good in my opinion

Although one thing I must say was kind of distracting was the large arpeggio at the beginning, IMO it sort of detracted from the piece because IMO it didn't really set the tone for a good opening. Well that's really all I can say about your 45 or so seconds of music
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Old 09-02-2007, 03:47 AM
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Re: Hurry! Exit!

I liked the piece, Aephion, but I agree with WK about the arpeggio at the beginning. The arpeggio would make the tune hard to loop, which is what you want for a game. Personally, I see your piece as a loop for a light action game such as Super Mario or Sonic the Hedgehog.
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Old 12-02-2007, 09:01 PM
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Re: Hurry! Exit!

Haha, thanks for the replies you both

Well, the results are in, and what I find funny is that what Whataguy! said, ... that's basically what the teacher said, sans the arpeggio bit. He could hear this in a mario game too

basically his suggestion was to rearrange it into an orchestral piece, any suggestions on what instruments to use?
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Old 12-02-2007, 09:09 PM
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Re: Hurry! Exit!

Originally Posted by Aephion View Post
basically his suggestion was to rearrange it into an orchestral piece, any suggestions on what instruments to use?
If I were you I'd use some higher register instruments, the piece really is quite light so I think that'd work well. Sorry to be so vague
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Old 13-02-2007, 12:18 AM
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Re: Hurry! Exit!

One of my friends, a very good game composer for Konami, says that game guys think in terms of game platforms. Game machines like Game Boy Advance or Nintendo DX have small speakers so the subtleties of an orchestral arrangement would be almost wasted. In cases like that, for the most part, electronic sounds would be favored. At least, that's how it used to be. These days, the speed of technological advancements makes the old hard fast rules very unstable.

However, as to what instruments would be favored for an orchestral arrangement, I agree with WK again. I would suggest listening to the Ballet of the Chicks movement of Pictures of an Exhibition for some ideas.
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Old 13-02-2007, 11:29 PM
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Game Intro

I decided to go for a SpaceShooter/RPG kinda game, so um... well, I've had some good responses on this tune by some friends, but I'd still like to know what is likable about it and what definitely is not.

Note: If it sounds a bit redundant, it's supposed to be the tune where you read "PRESS START" in the screen, so generally, you don't listen it all the way through. Also, sound effects still need to be added

Could you be so kind to give me your opinions once again?

P.S. Thanks for the advice on the gaming platforms, since we have to include a movie with SFX and all, this could prove useful
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File Type: mp3 game_intro.mp3 (1.17 MB, 2 views)
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Old 14-02-2007, 04:07 AM
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Re: Game Intro

Originally Posted by Aephion View Post
If it sounds a bit redundant, it's supposed to be the tune where you read "PRESS START" in the screen, so generally, you don't listen it all the way through. Also, sound effects still need to be added
Most game tunes are written to loop even at the "Press Start" screen, so what you've written sounds fine to me. The cold end you used will nicely mesh with the beginning of the tune. And even if you think the tune sounds redundant, for the "Press Start", "Paused", etc. screens of a game, many game producers actually prefer that. The key word is "loop".

With SFX, many game producers these days leave the music people out of the SFX decision process. So since this is an assignment, have a ball and put them in where and whenever you feel they would be most effective. Some composers I know try to beat the system by making SFX an integral part of the music. But this is dangerous, because if the SFX do not fit the producer's image of the game, the tune is subject to rewrites or rejected. I've seen this happen before.
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