Работы планировалось использовать в амбициозной приключенческой карте для Minecraft. Команда распалась раньше, чем карта была сделана.
- The Seeker + Pig-Brain
- Pushing Back (Flashback)
- Meet MAX
- World Domination (Hognaughts' Theme)
- [UNFINISHED] Camo-Hopper
- [UNFINISHED] Wutta N00b (Cheater Room)
Project H ~ Incomplete Nightmares consists of tracks planned to be used for an ambitious Minecraft adventure map, that was actively in development by development team The Dev Team until summer of 2014.
The map was abandoned and the team disbanded, and so what remains of the musical supplement to Project H became Project H ~ Incomplete Nightmares.
The artwork was drawn separately from the map and has no ties thematically to it, only to the music and titles. In this way, Project H ~ Incomplete Nightmares tells a number of individual stories using only classic 16-bit instrument sounds.
Notes on individual tracks and their roles in the map are below.
The instruments were mostly produced by the YM2413 FM chip found in Japanese Sega Master Systems, and the drums are ripped from several Sega Genesis games. The music was composed using pxtone collage, which you can find here: http://www.cavestory.org/pixels-works/pxtone-collage.php If you're interested in The Dev Team, our only currently available work can be found here: http://www.minecraftforum.net/forums/mapping-and-modding/maps/1549714-1-7-2-1-7-4-parkour-smp-vanilla-park-traveller-v2
THE SEEKER + PIG-BRAIN
The theme of The Seeker and Pig-Brain, a duo of bosses that would see you escaping an ice maze in a freezer and then climbing a crane to drop a giant amalgamated mass of pigs into a giant furnace.
This was the first track made for the set. The slow, deep intro represents the fear of The Seeker in the freezer, and it becomes more exciting to match the elevating tension as you approach Pig-Brain.
At the end you'll hear a snippet of the Hognaughts' theme. This track is where that theme originated, and that represents the Hognaughts' close relation to Pig-Brain.
PUSHING BACK (FLASHBACK)
Pushing Back would have played in scenes where the main character remembers the horrifying scenes that leas up to his current situation. He's forgotten most of them, but certain things the player finds trigger memories, and the early plot is revealed over the course of the adventure.
Mutant would have been used during the Mutant miniboss, which was simply an enhanced zombie. It's simple, but gently introduces the player to combat, and to the concept of gaining abilities from defeated mutants.
The simple, laid-back riff throughout corresponds with the simplicity of this battle.
Dracognizant would have been used during the first major boss fight, against a huge four-headed dragon. The player needed to make tricky jumps between the island-like base of the dragon, the dragon's heads, and various debris around he edges of the room, aiming to land a killing blow on each of the dragons' heads. The battle contained a number of impressive set pieces like falling debris, dragons spewing fire, and suspended platforms on chains falling from the ceiling.
The track it self is somewhat more disappointing. I intended to add more to it but lost interest, so the product is somewhat less than satisfying for me, but still enjoyable. The intro sounds a bit like One-Winged Angel, too, but that was purely a coincidence.
This short fanfare would have played when the player was introduced to MAX Alpha, a robot dog companion that would be useful in solving puzzles and have something useful or enlightening to say about every room you entered. MAX knew a lot more about the lab than the player; a plot twist would have revealed that he perhaps knew a little too much.
The sounds at the beginning are meant to sound like machinery starting up
Puzzle would have played while the player solved slower-paced puzzle rooms. These would yield items to access jumping challenges, combat rooms, and other puzzles that would eventually lead to the unlocking of a boss door.
As an example, the first puzzle involved using a limited number of items to weigh down pads that would reveal stairs and doors.
This track is somewhat more calm than the others, and perhaps a bit melancholy, which suits it well to puzzle-solving. It's one of the only tracks to use an instrument outside of the YM2413 sound bank - a generic square wave that is used quite prominently throughout the song. An echo effect is also used heavily in this song.
WORLD DOMINATION (HOGNAUGHTS' THEME)
The theme of the Hognaughts, a group of pigs that walked upright, worshipped Pig-Brain, and spoke in "Pig Latin Squared", which applied the rules of Pig Latin to the actual language Latin.
The Hognaughts would have been encountered several times and were the most intelligent mutants the player would encounter, capable of building bases with bathrooms and kitchens. They may have even captured the player as a sacrifice to Pig-Brain, and at one point a sequence was planned in which the player would infiltrate a Hognaught dwelling disguised with a Hognaught mask.
This track is my favorite. It's more of an individual piece of music than a looping soundtrack. The theme from "The Seeker + Pig-Brain" is used again, and a new melody is introduced over a waltz that later in the track becomes distorted and confusing. A slower section and a fast dance round off a representation of the emotions and high culture of Hognaught life. The artwork also works especially well with this one.
Would have been played while the player fought the Camo-Hopper, an invisible jumping mutant in a maze of iron hallways. This battle was introduced to replace a segment with a maze of intangible walls that just wasn't feasible. The segment needed to reward the player with an invisibility power, thus an invisible opponent.
I tried to create spring-like sounds to match the hopping, but I didn't know where to go from there, so the track was never finished.
WUTTA N00B (CHEATER ROOM)
This would have been used in the "cheater room", a special hallway with extra items that made puzzles and combat much easier for players who just wanted to see the whole map but couldn't beat the challenges. Players were discouraged from using the cheater room; it disallowed them from getting the better alternate endings, and bonus armors and weapons had humiliating names.
This track used lots of voice samples from Genesis games, most notably the screams from "What the Heck?", an area in Earthworm Jim. I decided it was a little bit too cheesy, and pretty uninteresting, so it was never polished or expanded.