Difference between revisions of "Ghosts I–IV"
From NsdWiki
(→Ghosts III) |
(→Ghosts III) |
||
Line 28: | Line 28: | ||
# Distorted heavy notes and guitar. Robot/computer fight (they're breakdance fighting!) | # Distorted heavy notes and guitar. Robot/computer fight (they're breakdance fighting!) | ||
# Break beat, urban sounding. Street fight, back-alley brawl. Good fight music in general. | # Break beat, urban sounding. Street fight, back-alley brawl. Good fight music in general. | ||
+ | # Weird windchime or coke bottles. Strange sounds coming in and out. Best used for mystery; things being out of place. | ||
+ | # Guitar chords, distorted notes in background. Rock drum beats. Useful for a fight, a raid, or a dungeon crawl. | ||
+ | # Distorted guitar chords, slow drum beats, guitar squelches. | ||
==Ghosts IV== | ==Ghosts IV== |
Latest revision as of 02:03, 28 April 2009
Contents
Ghosts I
- Slow, thoughtful, piano, humming in background. A little sad.
- Deep, industrial humming. Occasional piano.
- Drums, electronic snaps and bass fills. Sneaking, stealth, caution (sewers, night time)
- Light guitar strumming. Occasional deep, distorted guitar riffs. Simple drumming.
- Slow popping and air moving noises. Occasional guitar. Occasional light piano. (Ghost town, old west, plains travel)
- Simple, haunting xylophone. Background violin/cello melody. (Night scenes, underground)
- Electronic drum; deep guitar; electronic, industrial stuttering. (Factory, outer space, or combat).
- Cymbals, slow drumming, rhythmic heavy guitar strums, distorted guitar.
- Slow electronic popping. Constant low piano notes, subtle electronic tones. Beats drop away occasionally on long notes. (Laboratory, library)
Ghosts II
- Clapping/beats. Metal noises. Heavy industrial feel. Low piano notes. (Forge, factory)
- Low electronic buzzing/distorted string instrument. Other low notes. Periodic piano. (Creepy, mysterious).
- Slow, light piano; Mellow for about a minute then guitar and bass fills kicks in over piano.
- Slow, low piano; low, infrequent electronic beat; hopeful, restful. (Church, quiet places)
- Electronic beeping and beats. Happy strumming. (Party, festival, tavern)
- Creepy, distorted notes; background noises, speaking, cheering, banging; (really abnormal places)
- Upbeat electronic beats, occasional distorted guitar notes, chanting and heavy guitar riffs later in the song. Too slow for combat (maybe good for a chase, etc.)
- Medium guitar riffs and other notes. Simple melody. Turns to xylophone at end of song.
- Slow, melodic, electronic beeps. Creepy strumming and bass fills comes in later (futuristic, space, underwater)
Ghosts III
- Factory, foundry. Very mechanical and industrial. Weird voice moaning/buzzing in background. Distorted guitar towards middle of song.
- Low humming, very distorted voice singing. Lasers, all kind of 'asers. Military grouping: squadron of planes, etc. Completely changes to have faster music playing then piano.
- Fast xylophone, varying high percussion tones. Low bass notes. Mood: inspirational or a laboratory – something you might hear in House.
- Sad, slow piano. Very light guitar strum. Slow drums come in towards the middle. Sounds like a twisted Chariots of Fire
- Distorted heavy notes and guitar. Robot/computer fight (they're breakdance fighting!)
- Break beat, urban sounding. Street fight, back-alley brawl. Good fight music in general.
- Weird windchime or coke bottles. Strange sounds coming in and out. Best used for mystery; things being out of place.
- Guitar chords, distorted notes in background. Rock drum beats. Useful for a fight, a raid, or a dungeon crawl.
- Distorted guitar chords, slow drum beats, guitar squelches.