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  1. Hey everyone! Woofle here! First off, thanks for your interest in the soundtrack, and thanks for picking it up!!!
  2. I thought I'd share a little bit about the soundtrack with you all.
  3. Let's start from the top.
  4.  
  5. 01 - Freedom Planet Theme
  6. The first little bit of this song was one of the first songs I got to hear that had anything to do with the project. Later on, as Strife and I worked deeper into the project, this 'full' version came about, and allowed the song to continue on longer than just the title screen.
  7. This song went through a lot of changes, honestly. I'd actually originally intended it to be a little more emotional, and a little less action-y, but that didn't end up working out. I'm pretty happy with the final product.
  8.  
  9. 02 - Main Menu
  10. Originally, the main menu didn't have any music at all! About mid-way through the project, we decided to try something calm and relaxing for it. Strife turned me loose on this one, and this was the result that came out almost immediately. I got to use a lot of new sounds and ideas in it.
  11.  
  12. 03 - To The Rescue (Heroic Theme)
  13. Late in the project, Strife turned me loose on doing some 'scene songs' for the game's various cutscenes. This was the second one I composed from scratch. It dealt with difficult situations being thrown at the player characters, and split second decisions that needed to be made. I actually based it very closely off of another scene theme.
  14.  
  15. 04 - Dragon Valley 1
  16. This was originally the very first song I worked on for the project. I honestly wasn't terribly happy with what I did for the level at first, and very, very late into the project, Strife gave me the go ahead to redo the song.
  17. I had a far, far clearer idea of what I wanted to do with it the second time through. I used some more desert-y sounds (especially easy to pick out in the percussion) and made the song more cohesive. I changed around a few chords to make the song more interesting, too. The end product is something I felt that flowed together far better, although it was very different.
  18.  
  19. 05 - Dragon Valley 2
  20.  
  21. This one was from an era early in the project when we had a third musician join us for a little while. In fact, he did most of the arrangement on this track. Musicians will notice the time signature change between the first stage and this one – that was Blue's doing, and he really brought a lot to the table with it, I feel.
  22. This song, like the first Dragon Valley stage was redone very late into the game's development. Neither it nor the first stage really met the level of quality of the rest of the soundtrack, and I set out to fix that with both.
  23. I didn't change very much about the second stage arrangement, honestly. The rhythm was made heavier to give more of an action-y feel, and I added lots of 'flavor' to the arrangement, to make it more jungle-y, but other than cleaning up the samples, not much was changed here.
  24.  
  25. 06 – MEANIE BOSS (Minor Boss Battle)
  26.  
  27. Like the two Dragon Valley stages, this theme was redone very late into the development of the game. Again, I didn't change too much. The beat was redone complete, and I used different intstruments for a lot of it.
  28. The redo also included a part that I had composed for the song originally, and then ultimately cut out of the song, thinking what I had for it was long enough, before.
  29. Since some boss fights end up lasting a long time, though, when I redid the song, I added everything back in! This, along with the major boss theme, the main theme and the first Dragon Valley theme were the first bits of Strife's music I got when he pitched the project to me at all, so they carry a lot of fond memories.
  30.  
  31. 07 – Here Comes Trouble!
  32.  
  33. This was another of the scene songs that I solo-composed late in the project. It was the third of four, if I recall correctly. I actually composed the whole thing around those strange digital-plunky sounds. The run of those came while I was just messing around in one of my VSTs and hitting random keys. After that, the rest of the song pretty much wrote itself, from the orchestra hits on.
  34. This song always makes me think of Serpentine..!
  35.  
  36. 08 – Lilac's Treehouse
  37.  
  38. When I was trying to convince Strife to let me redo Dragon Valley's theme to bring it up to the standards set by the rest of the soundtrack, I ended up accidently making this. It wasn't quite what we were looking for to use in the level, but it ended up being absolutely perfect for the hub map where Lilac and company live! It's a more emotional take on Dragon Valley's theme, for sure. I had a ton of fun with the guitar in the background of this one. I wanted to make it feel like a southwestern desert.
  39.  
  40. 09 – Chase Scene
  41.  
  42. Early on in the project, when Strife got the truck scene going at the end of Relic Maze 1, we realized that area would need different music from the rest of the level! After all, the normal theme would sound pretty odd there.
  43. This one, like a vast majority of the project, was done in halves. Strife composed the first bit, I arranged it, and then continued on into a new section I composed myself, afterward. It was fun to do something this frantic and fast!
  44.  
  45. 10 – Relic Maze 1
  46.  
  47. Unspurprisingly, this was the second level I worked on! The song Strife had here was an incredibly good one to work off of. That lead is pretty catchy!
  48. What I ended up doing here, was going for a much slower rhythm to kind of create a feeling of awe what with the ruins and all. I didn't want the rest of the song to be terribly slow, though, and ended up adding more layers to the rhythm to compensate for that.
  49. This song ended up being really haunting – especially with Dawn's singing late in the track!
  50.  
  51. 11 – Relic Maze 2
  52.  
  53. This was the first song on the soundtrack where Strife told me I didn't need to work from one of his MIDIs. What I did, as a result, was took the melody from the first stage, and built an entirely different feeling song around it from the ground up. Strife wanted me to evoke a feeling kind of similar to say... a spy movie. There's a lot of spy movie influence in here, as a result. The crystaline sounds were very fun to fit in with that theme, too, they seem to go very well together.
  54. This was early in the project, so you can hear a lot of the ideas and thoughts I had on my last project sprinkled into this one.
  55.  
  56. 12 – Major Boss Battle
  57.  
  58. Ah, the counterpart to Meanie boss! Both of these were actually born as the same project file. They're actually the same song, if you listen close! The melody is just different during parts of this one. I went for a heavier beat for this theme, though, and wanted to make it sound even more dire and frantic than the meanie boss. Like with the meanie boss theme, there was a large section I left out initially, and added back in, when I touched the song up to reach the level of the rest of the soundtrack.
  59.  
  60. 13 – Shang Tu Royal Palace
  61.  
  62. Like with the scene songs, I was turned completely loose on these hub map songs. Strife wanted me to compose something that sounded regal, refined, and noble for this. The first conclusion we both came to, was that there would need to be choir – especially considering the Magister's demeanor, and Neera's as well, honestly. Maybe not so much Gong!
  63. Either way, I ended up doing a waltz for the Shang Tu Royal Palace, here. Later on, the song picks up momentum, but remains as royal and proud as can be! I'm not sure most players linger here long enough to hear that though!
  64.  
  65. 14 – Freedom Planet TV!
  66.  
  67. This is the single greatest creation known to man.
  68. Sean and Patrick came up with this out of the blue, and everyone loved it! It was missing music, though, and Strife asked me to remedy that, so I did!
  69. I feel really bad for the poor cat, and the flock of chickens though. Chickens travel in flocks, right?
  70.  
  71. 15 – Meet the team
  72.  
  73. This is another one of the scene-songs, all of which I got to solo compose. Originally, it was meant to be a song pertaining to the girls (and Torque!) directly. The feelings of friendship and teamwork were what I was going for. Honestly, it may be one of my favorite songs on the entire soundtrack.
  74. In the end, it only made it into a scene or two, but I'm really glad that fans of the music will get to hear it in its full format here..! Maybe you'll hear more of it in the future, too!
  75.  
  76. 16 – Fortune Night 1
  77.  
  78. This was the first full-on level that Strife let me compose. I originally composed this song in middle school for some desert highway level idea I had for a project back then. Nothing ever came of it, and it sat for a long time. When Freedom Planet rolled around though, I knew that it fit very well with the sound of the game.
  79. The song Strife had originally composed for the level was vastly different, but I actually laid the melody from that song over mine after the first run of the chorus (it comes in at 1:13!) One of the rhythm runs in the background is also from his song.
  80. It was one of the few major key songs on the entire soundtrack, and is definitely one of the most popular ones in the long run.
  81.  
  82. 17 – Fortune Night 2
  83.  
  84. I had the MIDI file from when I first composed this song laying around on my computer, and actually used that to create the project file for stage 2. I went for a more 'confident' sound for the second stage, so it's not just happy, but sort of an 'I can do this!' sort of thing.
  85. To that end, the bass doesn't move around very much for the first bit.
  86. During the chorus, I touched a bit more on the emotional side of things. It's still a very happy song, but it was kind of fun to slow it down for a half-moment, and break out the violins. I changed the chord progression around a lot from the way it was in stage 1 here, although this was the 'intended' chord progression for that bit.
  87. As with the first stage, a rhythm run comes from Strife's idea, as does the melody of the second verse!
  88. Working in major key was massively fun.
  89.  
  90. 18 – Target World (Shang Mu Academy)
  91.  
  92. A long, long time ago, I composed most of this song for a personal project. I didn't end up using it at all, and while Strife and I were sending each other old, outdated songs, he really got a kick out of it. He arranged what had been a slow, inspiring orchestral piece into something faster, and shot it back my way, at which point, I finished it.
  93. I think the arrangement really fits an academy setting. Do your best!
  94.  
  95. 19 – Zao Majestic! (Shang Mu City Hall)
  96.  
  97. Like with Shang Tu's Royal Palace, I went for a waltz here. Although, since Shang Mu has an entire level linked to it (Fortune Night,) I actually just waltz-ized that tune, while making it more whimsical. I wanted it to sound bombastic enough to fit Zao's... Zao-y...ness. I think that's an appropriate way to describe his mindset. It's certainly a very chaotic waltz. I get the impression that one never knows quite what is going to happen in Shang Mu!
  98.  
  99. 20 – Brev IN Yo Hizzle (Lord Brevon 1)
  100.  
  101. Of all the themes in the game, Brevon's certainly got the most love from us. Brevon needed to be threatening, eerie, imposing, and frightening. As such, there's no shortage of arrangements of his theme here. This one was one of the first, and was done before a very large amount of the soundtrack.
  102. I wanted to show how driven Brevon is, by his goal to save his homeworld with the slow, deliberate beat and strings. I also wanted to make it very clear that he was not of Avalice. I got to do some very fun things with this. It was nice to be able to slow down the tempo a bit.
  103.  
  104. 21 – Sky Battalion
  105.  
  106. I think this song about killed Strife and I. I don't know if it was the level itself, or just how long it took to get right, but there were several different takes on themes for this levels, none of which quite worked, until, ultimately, this one came along. All the elements came together in this one, fortunately, and it came out a very solid song. Definitely a tense one, too!
  107. I almost feel like I'm about to fall into the sky, listening back over it!
  108.  
  109. 22 – Prince Dail Boss Battle
  110.  
  111. This one might be my favorite boss theme, honestly. It might be the hyper-speed drums, or the rhythms those allowed me to play, or maybe the violin, but honestly, the part I was most proud of hits right at 00:48. It's that moment when Lilac, Carol, Torque, and Milla really realize what they're up against, perhaps (well, I'm pretty sure Torque already knew, so mostly the other three!) The implications of what they're doing, and who they're going up against all seem to hit home at that moment, but they fight on.
  112. It was one of the moments I am proudest of on this soundtrack, for sure!
  113.  
  114. 23 – Millaqua (Royal Palace Jail)
  115.  
  116. This actually originally was going to be the BGM for Aqua Tunnel! Well, the intro to it, anyway. Ultimately, we used something else, though. I never extended it long enough for it to be a level, because we ended up trying other things for the stage, but this ended up fitting perfectly for the scenes in the prison. Ironically, like the other scene-songs, I solo composed it.
  117.  
  118. 24 – Aqua Tunnel 1
  119.  
  120. I actually whipped this one up after stage 2. That was unusual, honestly, since, instead of building on themes for a second stage, I was taking them away!
  121. Anyway, both stages in this level were done in a method that Strife and I used a lot as time went on. I composed most of a song, and left him room to add some melody and rhythm. In this case, he did an entire section of the song. His part begins at 00:40.
  122. This song was mostly built on rhythm, and the unique chord progression early on, but Strife's themes fit in perfectly, keeping the song moving and flowing (as water should!)
  123.  
  124. 25 – Aqua Tunnel 2
  125.  
  126. After I went back and did the first stage for this level, I built even further on the second one, and ultimately ended up finishing it after the first stage, so at least that much was normal.
  127. The rhythms I composed the song around are much more evident in the second stage here. The acoustic guitar in the back and the electric piano opposite it were the basis for the entire song, along with the filtered beat in the back.
  128. Like with the first stage, Strife's section begins at 00:40. This is because they are built off of the same project file. Unlike most levels in the game, the two stages of this can be laid one over the other!
  129. I had the most fun with the breakdown from 1:22 to 1:30!
  130.  
  131. 26 – Bossoft (Aquatic Boss Theme)
  132.  
  133. Strife asked for me to compose a 'soft boss' theme early on. The ideas for it came to me instantly, and this was the result, although originally it was much softer! Late in the going, I came back and thickened up the beat, and like with the other boss songs, I re-added a part that was removed from the early version of it.
  134. The chord progression in this song is a lot different than most of what you'll hear on the soundtrack in many places. It and 'Here Comes Trouble' actually share quite a bit!
  135.  
  136. 27 – Up the Creek (Jade Creek 1)
  137.  
  138. This was our second attempt at this stage, and it ended up being absolutely perfect. Like with a lot of the earlier songs, this started out with one of Strife's MIDIs. The biggest changes from that to what you hear here are the bassline and the beat, which I composed.
  139. At 1:13, I composed a new melody, and new chords as well, to make the song continue on longer, and not loop so fast – after all, it's a very long level!
  140. After that point, it goes back into the earlier parts of the song, but I made sure to change around a lot of what accompanies the main thrust of the song. Some tracks that were removed the first time through are added back in, and other ones are removed. It dovetails into a breakdown where the strings soar over the song later on, before going into a more complciated version of the 1:13 section. I think that ended up making it varied enough that players wouldn't ever get bored in this crazy, crazy level!
  141.  
  142. 28 – Up the Sub (Jade Creek 2)
  143.  
  144. Stage 2 and Stage 1 are actually very similar in Jade Creek. This was from a different MIDI of Strife's, which actually originally had the same melody as Relic Maze! I changed that melody into the crazy guitar melody that plays during the verse, instead.
  145. Stage 2 features some sections that Stage 1 did not have, and vice-versa, but that is because the feeling for stage 2 is far, far more urgent. Still, there are some very familiar cues, such as the strings, and the 1:13 section, which starts a bit earlier here, due to the faster tempo!
  146. I wanted the arpeggios in the song to sound like falling rain drops, and I went for a militaristic feeling with the percussion, due to the submarine, and all the absolute insanity it packs for firepower!
  147.  
  148. 29 – Trap Hideout 1
  149.  
  150. For Trap Hideout, I wanted to go for a very different feeling from a lot of the soundtrack. This is a super ultra secret ninja base, after all! It may as well be fun (and super secret) right?
  151. A lot of the asian-styled themes I used throughout the parts of the game pertaining to the characters from Avalice really came to a head here, with this theme.
  152. Since Carol and Milla are on their own at this point, and desperately doing whatever they can, I wantde this song to sound frantic on top of being sneaky.
  153. It's honestly a lot longer than some other level songs, though!
  154. This was one of the only levels I entirely solo composed, without using anything of Strife's.
  155.  
  156. 30 – Trap Hideout 2
  157.  
  158. For the second stage of Trap Hideout, I wanted to make a song more focused on rhythm and action. Both stages honestly came out with a good amount of funk in them, though!
  159. In Stage 2, the bassline never stops running, and the drums hit a lot harder than the first stage. The guitar is more prominent, too, and the tempo is faster!
  160. I tried to keep the second stage more varied than the first stage, since I knew Carol and Milla would be closer to their goal at this point. Not too many deadly laser beams, motorcycling ninjas, and rocket-fisted shield robots to go, right?
  161. Still, battered and bruised, I imagined them charging valiantly on! After all, Carol's doing it her way now!
  162.  
  163. 31 – Thermal Base 1
  164.  
  165. Like with a lot of the earlier songs (although this one was done towards the end of the project) I worked from one of Strife's MIDIs for this particular song. As was the case with most of those, I started by redoing the rhythm, and playing with the bass.
  166. From there, I began to compose extra little bits to go along with the song, and composed sections to extend it. I wanted the song to sound as intense as I could, and as overwhelmingly mechanical, too, since this is the first time the girls really get to see Brevon's mechanical prowess (well, aside from the sub, the absolution and... okay, fine, this is the first time they get to see a whole place he's built!)
  167. Like with Jade Creek, I wanted a desperate sounding tune for this level, and the base Strife gave me certainly provided a great springboard for that!
  168.  
  169. 32 – Thermal Base 2
  170.  
  171. I built this off the same project file as Thermal Base 1, although I composed a large majority this time around, building off the ideas from what Strife had sent from stage 1.
  172. I wanted to cut the tempo in half here, to show the 'heartbeat' of the base. As such, the song is slightly dubstep-y, but only slightly. Heavy rhythm along with the crazy arpeggios from the first stage really seemed to work well for the level.
  173. The cello was actually a late addition to the song, that I did as an experiment. It worked way too well to leave out, and so it became the melody for a lot of stage 2.
  174.  
  175. 33 – It's Brevon Time!
  176.  
  177. It's that pesky Brevon again! This time, I wanted to show him in action. He's planning. He's scheming. He's thinking of ways to kill you, and he's probably going to get away with it.
  178. Arpeggios and heavy beats are all well and good for evil, but one tool I've found very effective for conveying it is honestly the piano, and that instrument is incredibly prominent in this arrangement, along with the cello. I was especially proud of the piano towards the end.
  179. If you notice, this is the exact same project file that produced “Brev in Yo Hizzle!” Both feel slightly different, but they are indeed the same project file!
  180.  
  181. 34/35 – Pangu Lagoon
  182.  
  183. This song was done the opposite of a lot of the soundtrack. I composed the song, and then shipped it to Strife, who touched up the melody, and added melodies of his own, as well, over my song. I then wove the whole thing back together into one piece.
  184. The song was actually originally composed just on piano, and you can hear bits of the piano version in the background of this arrangement.
  185. I went for a Drum n Bass-y type of feeling for this theme. Lots of chopped up WAV files of my piano and lots of chopped up drums went into this one! I wanted to instill a feeling of wonder for this song, and also a sense of urgency. The chord progression reflects this, I feel!
  186. Dawn's voiceover for this song really makes it for me, in either language!
  187.  
  188. 36 – Pangu Lagoon 2
  189.  
  190. For the second stage, Strife wanted me to ramp up the mystery a good bit more. To that end, the intro is much slower, and more mysterious. I went for a different feeling here as far as the actual 'action' of the song too, though. The feeling I was going for here was 'put your head down, and run.' It's less about looking around the place starry-eyed and in wonder, and more about knowing what you have to do, and knowing that you don't have any other choice.
  191. Honestly, the song sounds a lot more sad than the first stage as a result, especially because of the third chord added to the chord progression that makes up the bulk of most of the song.
  192. The second stage was composed literally months after Strife and I finished the first, so that was a breath of fresh air that allowed me to make the second stage massively different from the first.
  193.  
  194. 37 – Neo Chase (Tragic Boss Battle)
  195.  
  196. This song is a very, very interesting story. If you listen closely, you'll notice it shares a melody with the Chase Scene song (there's also a large chunk of it at the end!) This is because it was actually meant to be a replacement for it, although ultimately, it wasn't used for that purpose.
  197. This song also contains part of an unused stage theme meant for Sky Battalion, and part of an unused boss theme, which ultimately ended up being replaced with the theme for the Dail battles.
  198. I melded all of those songs together, and created what ended up being a pretty wild and crazy boss theme!
  199.  
  200. 38 – Snowfields
  201.  
  202. Like with the other hub maps, I solo composed this one.
  203. I wanted to go for an incredibly eerie, lonely, haunting feeling here, not dissimilar to Pangu Lagoon, although far, far more desolate.
  204. This song was composed after Battle Glacier 2, which contains the piano tune that takes up a large part of the Snowfields hub map theme here. I feel that piano theme is what represents Battle Glacier the best.
  205. Later on, I added in some evidence of the mechanical base that takes up the snowfields here, and the doom that awaits in the future.
  206.  
  207. 39 – Schmup Stage!
  208.  
  209. This one is another interesting story! It was originally meant to be the background music to Jade Creek (then Chaos Creek) and later ended up being Torque's unnoficial theme of sorts. It finally ended up into the schmup stages, and it couldn't be a better fit.
  210. I was incredibly happy with the bass in this one, and the arpeggios, as well. I got to use a lot of really fun synth sounds I don't often get to use, too! Like with a few other songs, I composed this one alone.
  211. These stages are really wild, but a really interesting part of the game, so I really hope the music helps them stand out to players!
  212.  
  213. 40 – Battle Glacier 1
  214.  
  215. A long, long time ago, Strife sent me the song we ultimately ended up using here. At the time, it was meant for Jade Creek (this was before I composed the schmup song for it, even!) but it ended up coming out way, way too final-confrontation-y for that.
  216. The story was much different back then, though, and featured Shang-Tu and Shang-Mu troops facing off in the background.
  217. Still, that's not terribly different from what ends up happening in and around Battle Glacier 1, and the song ended up working out so, so much better for the stage than it would have for Jade Creek.
  218. As a result though, I worked on this before I'd even seen the level artwork! That was quite a challenge, but it ended up coming out pretty good.
  219. Since it was composed so long before stage 2, or the hub map, it's missing the piano theme. I regret that bit.
  220.  
  221. 41 – Battle Glacier 2
  222.  
  223. Almost a year after stage 1's music was finished, I came back to do stage 2's. Armed with another MIDI of Strife's, based on his ideas for the first stage, I built up a much more imposing theme. Like with Pangu Lagoon's second stage, I wanted a degree of 'put your head down and run'-ness for this one. That's actually where the piano solo came from. Putting one's head down and running into certain doom in the driving snow is really quite a poetic situation, and I felt it deserved some gravity.
  224. Anyway, the bassline Strife composed for the first stage was so good that it absolutely had to be in both stages, and it returned in style here! Much of the rest of the song is very different, but the bassline ties them both together quite well. There are chunks of the first stage's song in here, including one fully sampled section, laid under new parts! It was fun blending that song and the new one for stage 2, for sure!
  225.  
  226. 42 – Final Dreadnought 1
  227.  
  228. When Strife sent me his MIDI idea for this one, it was absolutely fantastic. Right out of the box, there was an incredibly fast-paced, tense base to work on. His composition actually makes up a majority of this first stage's theme. I didn't compose anything fresh until the 1:13 mark, and everything I did before that was in the rhythm and bass department, as well as adding arps. This song came together, and I feel was one of our best collaborations. It even includes some of his VSTs and instruments, accompanying mine, which was really neat!
  229.  
  230. 43 – Final Dreadnought 2
  231.  
  232. For Stage 2, Strife had me solo compose again. He wanted something slow, creepy, and dark. The first thing I did here, honestly, was that thick, heavy bassline you hear. I wanted it to positively vibrate, like the dreadnought must too, be.
  233. Sometimes the best way to show what you're up against, is with something slow, and just dark as all heck. I'll admit, the bass came out way creepier than intended, though. I don't like to listen back to this at night!
  234. I got to try out some very odd/atonal chords for this one, though, which was an absolute blast!
  235.  
  236. 44 – Final Dreadnought 3
  237.  
  238. This theme originally was going to be a boss theme (for Brevon, in fact!) In the end, though, it worked out so, so well for Final Dreadnought's third level!
  239. There's little references to one of the arrangements of Brevon's theme in here, left over from when it was a boss theme, and they honestly work quite well, I felt!
  240. This one came from a Strife MIDI, with me adding chords, bass, and percussion, as well as composing bits.
  241.  
  242. 45 – Final Dreadnought 4
  243.  
  244. This would be the arrangement of Brevon's theme that Final Dreadnought 3 references in fact, although it's heard much earlier in the game of course! I really hope listeners recognize the sawtooth riff from this later on!
  245. Anyway, this always felt like Brevon's 'main theme' to me, or rather, the main arrangement of his theme. Brevon, in all his terrible glory, is quite a formidable foe, and at this point in the game, he's got you right where he wants you! With all his alien technology at his fingertips here, he's going to be a lot of trouble...
  246.  
  247. 46- Final Boss 1
  248.  
  249. This orchestral piece, like many other songs, came as a MIDI from Strife. I applied my own VSTs, and added the choir tracks, and made the rhythm hit a bit harder, as well, however, I didn't compose anything much until the 00:40 mark, which I added on to the end of his MIDI. The song loops back after that, sounding far more urgent, and using his MIDI again.
  250. After that, and a second run through the part I added, I added a third, urgent part, to really show the scale of the Absolution, and your predicament! This song was a ton of fun to work on, beginning to end. There really isn't anything like a climactic orchestral piece, honestly.
  251.  
  252. 47 - Final Boss 2
  253.  
  254. This was the final song I did for Freedom Planet, overall. It actually is a mixture of about 3 or 4 different renditions of Brevon's theme, one of which is in a different time signature! I chopped them up and laid them all over each other, then set about the task of equalizing them all, before laying new guitar and drum tracks over the whole thing.
  255. Astute listeners will notice part of the Gallery Screen/Results Screen song in here. That song actaully originally was meant to be tied to this one in a very special way, so I thought it would be nice to bring that back!
  256.  
  257. 48 – Game Over
  258.  
  259. This one was from very early in the project! I think it's actually one of the oldest songs on the soundtrack. I had a 'thing' going with distorted drums back then, really. It works quite well for a theme like this, though!
  260. It's a very long song, like 'Meet the Team' and I don't know if a lot of listeners normally listen long enough to hear the string part, but I always thought it was neat.
  261.  
  262. 49 – Epilogue
  263.  
  264. This is the 'true' version of the Freedom Planet theme, to my mind. The beginning carries a very emotional punch, I feel, and was solo-composed, although it segues right into Strife's theme after that, albeit at a much slower pace.
  265. I went not only for an emotional feel, but for a bad-ass one, as well. The two aren't necessarily mutually exclusive, as many a videogame song has shown!
  266. Other than the intro, this was built off of a Strife MIDI.
  267.  
  268. 50 – Results Screen
  269.  
  270. Early on in the game, this was going to be the background music for Final Dreadnought! That didn't end up working out though.
  271. Fortunately, Strife found a place for it where listeners will get to hear it all the way through while they browse everything they've unlocked! This was one of my favorites on the soundtrack, too.
  272.  
  273. 51 – Time Attack
  274.  
  275. This one also originated from a Strife MIDI, and was the 6th or 7th song I arranged for the soundtrack. It's my favorite of the menu themes!
  276.  
  277. 52 – Relic Maze (Extended Mix)
  278.  
  279. This was one of the only collaborations between Strife, Blue, and I. It honestly came out incredibly well, though! Like with Dragon Valley stage 2, Strife composed a MIDI, and sent it to Blue, who arranged it into another MIDI, and sent it to me. As such, it has all three of our touches on it, and some very different, interesting ideas.
  280. Ultimately, it was never quite finished, though... Still, it sounds really neat!!!
  281.  
  282. 53 – Fortune Night (Piano Arrangement)
  283. The night the Kickstarter closed, all of us at Galaxy Trail sort of sat back, and just stared at our monitors. I don't think any of us realized just what we (and you – mostly you!) had accomplished. 25,000 US dollars for our nifty little indie game.
  284. I know Strife had been working overtime to make something presentable to show you all, to gain your support, and I know he's put tons and tons of love into the game (as have all the voice actors!) but I don't think any of us expected this result. We were all so grateful!
  285. The others all made thank you videos, or thank you recordings, but I did something a little different that night...
  286. This is my gift to you all. This is actually how I play Fortune Night when I perform live!
  287. Well, it starts off that way. Bit by bit, I kind of just went nuts and added all sorts of things. I really wanted to touch on the feelings that you Kickstarter backers brought forth in all of us. I think the song speaks better about all this than I can.
  288. Thank you for supporting us!! Enjoy this rendition!
  289.  
  290. 54 – Liquid Emotion (for Pangu Lagoon)
  291.  
  292. Late, late in the project, as crunchtime was approaching, and things were looking pretty scary, I got stuck over and over again on one of the Final Dreadnought songs. Frustrated that I couldn't do anything helpful that night, I tried an exercise to clear my mind. That exercise was simple – just play Pangu Lagoon 'acoustic' and sort out my thoughts and feelings so I could work! It was a stressful time, but ultimately, doing this really, really helped, and I was able to finish the soundtrack.
  293. Like with the Fortune Night arrangement, this begins with how I play the song live, and segues into my more conventional style, beginning with (just like with Fortune Night) four hands worth of piano, and then going into drums, and more.
  294. Both of these arrangements differ from the style I used on Freedom Planet, and more reflect the type of music I like to compose normally. It was fun to see how they would come out like this. Both certainly came out emotional!
  295.  
  296. 55 – Epiloge (Extended Mix)
  297.  
  298. This is actually a later cut of what was ultimately used for the epilogue! The epilogue just didn't need this much song! Not much to say here. I changed bits of the rhythm from what it was before, and got to include more btis of that intro, though! I really liked the outro on this.
  299.  
  300. 56 – Freedom Planet (Orchestral Remix)
  301.  
  302. This was actually one of the first cutscene songs! I don't believe it was ultimately used in the game, but it's a lot closer to the sorts of arrangements I typically do for other projects. I was incredibly proud of it, so I'm very happy to get to share it with you all!
  303. Strife's theme really lent itself well to an orchestral arrangement. A lot of his work does!
  304.  
  305. 57 – Zao's Airship
  306.  
  307. The hub map for Zao's airship actually originated as one of the unused themes for Sky Battalion, back when each ship was going to have its own theme. I went for a sort of jazzy, refined sound for this, considering Zao's airship is pretty swanky! Well, at least until the Sky Battalion attacks!
  308.  
  309. 58 – Point Cedar
  310. This theme is also one of the unused themes that originated from Sky Battalion. Ultimately, it was going to end up being used in Rage Ravine (or one of the beta Aqua Tunnel themes was, either way!) but the level just wasn't going to be ready in time, unfortunately.
  311. This song was built off of one of Strife's MIDIs, and came out rather well!
  312.  
  313. 59 – Disaster Strikes!
  314.  
  315. This song and 'To the Rescue' were composed off of the same project file about half an hour apart! If you listen closely, you can hear the parts that correspond to one another in them both! I got to try out some interesting ideas on this one...
  316.  
  317. 60 – Beta Aqua Tunnel (Bonus Theme)
  318.  
  319. For the first stage of Aqua Tunnel, originally, I went for a far, far different feeling than what we ended up using. The song sounds a lot more urgent, honestly, and the bad-ass factor is toned down a good bit. I wanted to go for more of a 'bright-eyed first level' type thing, since Milla and Spade's adventures both start there.
  320. The section at 00:41 I was particularly proud of.
  321. Chances are, you'll see more of this song someway, somehow, in the future...
  322.  
  323. 61 – Beta Aqua Tunnel 2 (Mahjong Theme)
  324.  
  325. For the second stage, I went for more of a funky theme, but I made the bass and rhythm heavier, which are pretty much staples of my stage 2 arrangements, I'm pretty sure.
  326. The record scratches and wah wah guitar were very fun to work with, as was a swung rhythm! This was one of my favorites for sure. Like with Stage 1 though, you may not have heard the last of this one! After all, a whole new adventure begins soon!
  327.  
  328. 62 – Beta Battle Glacier
  329.  
  330. This one isn't too different from the final, but this was the version meant for Jade Creek at the time! It's honestly a bit muddled, and a bit of a mess. I like what we ended up using better, but it's interesting to hear this...
  331.  
  332.  
  333. 63 – Beta Dragon Valley 1
  334.  
  335. When we started out this soundtrack, honestly, I thought this was one of the best songs on the soundtrack! As time went on though, and each consecutive level was completed, I came to realize how badly this was mixed, and how many problems there were with it, overall. It just really did not hold up with the rest of the soundtrack at all, even though it had some good points. Ultimately, I didn't feel comfortable leaving it in the soundtrack, nor did Strife.
  336. Fortunately, for those of you who liked it, here it is!
  337.  
  338. 64 – Beta Dragon Valley 2
  339.  
  340. Unlike Stage 1, this one isn't terribly different, it is just slower, has a softer rhythm, and some lower quality instruments. I think the final version is a huge improvement, but this is definitely one song that has 'beta' written all over it! I've always loved hearing things like that from other game soundtracks, so I'm really glad to share this with you all!
  341.  
  342. 65 – Beta Final Boss 1
  343.  
  344. Not terribly different from the one we ultimately used! The arp ultimately didn't fit very well with the song though, and neither of us was too big a fan of the tempo. Still, it was kind of interesting!!
  345.  
  346. 66 – Beta Minor Boss Battle
  347.  
  348. Like with Dragon Valley, I didn't feel this early piece held up with the rest of the soundtrack, and ultimately redid it, building off of what was already there! There are a few things that sound rather odd in this, listening back, but it was definitely a learning experience.
  349.  
  350. 67 – Beta Schmup Stage
  351.  
  352. When this was going to be Jade Creek's BGM, I went for a much less digital/computer-y sound, and for an arrangement more in line with the sort of things I normally compose for other tracks. It's not terribly different from the version we used in composition, but massively different in terms of everything else! It's definitely a departure, isn't it? I was always rather fond of this one!
  353.  
  354. 68 – Beta Sky Battalion
  355.  
  356. This was the last tune I solo-composed for Sky Battalion before Strife ultimately came up with the solution for the puzzle that was making a song for that level.
  357. Like with some of the other beta songs, this one might find life in a new adventure...
  358.  
  359. 69/70 – Beta Speed Powerup
  360.  
  361. The normal version of this was built off of a Strife MIDI, although the powerup ended up being axed from the game.
  362. The orchestral version featured a much different melody which I composed. This orchestral version was meant for an opening cutscene originally (the main theme's orchestral one was meant for the ending cutscene originally, also!)
  363. I don't believe either ended up being used, but I'm really glad to get to share them with you all!
  364.  
  365. 71 – Beta Title
  366.  
  367. This version of the title theme is quite a bit different from the one that ended up being used, isn't it? It was a rather busy theme, I felt, and wasn't quite up to the standards of the rest of the soundtrack. Strife wanted me to take a fresh crack at it, and so I did! The old one was pretty fun in its own way, too, though!
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