playing through undertale again reminds me of the variations of songs that aren’t actually included on the soundtrack
like the ANIME’S REAL, RIGHT version of NGAHHH! https://youtu.be/IcJ-wm0sZRs
honestly i wish more devs would do what the hat in time devs did and release a secondary soundtrack with basically every jingle and variation (except the ones they can’t release for legal reasons)
after the game is done, the soundtrack is what stays with me (and on my phone) and sometimes it’s the variation that has the stronger memory
let me hear the yoshi drums, the pitter-patter of spyro’s charging clawbs
this is why i end up with so many gamerips
i mean i don’t think an official paper mario: the origami king soundtrack release would have included all the low key versions of the battle tracks while you’re making choices
there’s a specific song on the psychonauts 2 soundtrack which has several ways it could be handled when they release that volume of the official OST, and i’m hoping it isn’t like most of the current youtube rips (just the verses without anything bridging them resulting in awkward cuts)
@Dex This has me wondering if you even *could* do a proper soundtrack fora game like banjo-kazooie
with how the music completely changes between a bunch of different arrangements depending on various elements--the soundtrack could never really represent what you actually hear in-game, since the music changes as you explore the level
-F
@Felthry A Hat in Time however as @Dex brought up is actually a perfect example of "How do you handle the game doing dynamic tracks" like how Banjo-Kazooie did
You just string them in to one long that goes through the variations. For example "Welcome to Mafia Town" on the OST starts with the standard loop, then goes in to the next variation (the seaside) and so on
@Dex @DarkOverord I think to properly portray botw's soundtrack, you'd need software that implements the random bits. I just don't think there's any way around that; you can't use a normal music player.
-F