Music/Ingame: Difference between revisions

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{|border=1 align=right cellspacing=1
{|border=1 align=right cellspacing=1 cellpadding=0
|align=center colspan=16|'''List of Oni's ingame music<br><br>[[Music|Back to Music?]]<br><br>Click the group name to bring up<br>the corresponding [[Music/CD|CD track]],<br>(when available).
|+'''Oni's ingame music ([[Music|back to Music?]])'''
|-align=center
|-align=center
!Level
!Level
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|-align=center
|-align=center
!Chapter
!Chapter
|bgcolor="black"|
|bgcolor="silver"|
|0&1
|0,1
|2
|2
|3
|3
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|13
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|-bgcolor="silver"
!mus_chase
!mus_sv
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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!mus_ot
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|bgcolor="fuchsia"|
|-bgcolor="cyan"
!mus_asian
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|bgcolor="fuchsia"|
|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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!mus_asianb
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
|bgcolor="fuchsia"|
|-bgcolor="silver"
!mus_ambgrv1
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|bgcolor="fuchsia"|
|bgcolor="fuchsia"|
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!mus_pursuit
!mus_pursuit
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|bgcolor="lime"|
|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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!mus_xtr
|bgcolor="fuchsia"|
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!mus_xtr1
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!mus_main01
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|bgcolor="lime"|
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|bgcolor="lime"|
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|bgcolor="fuchsia"|
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!mus_fiteb
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
|-bgcolor="silver"
!mus_fitec
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl05
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl09
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl10
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl11
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl12
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_cl16
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|bgcolor="fuchsia"|
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!atm_cl22
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_ft68
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_ft81
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_gr06
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_gr09
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|-bgcolor="silver"
!atm_low1
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|bgcolor="fuchsia"|
|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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!mus_amasian1
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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!mus_cool04
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!mus_main02
!mus_cool19
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|bgcolor="lime"|
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|bgcolor="fuchsia"|
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!mus_main03
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!mus_hrt
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
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!mus_asian
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!mus_low1
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
|bgcolor="lime"|
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|bgcolor="lime"|
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!mus_asianb
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!mus_om01
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
|bgcolor="fuchsia"|
|-
|-bgcolor="silver"
!mus_ambgrv1
!mus_om03
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|bgcolor="lime"|
|bgcolor="lime"|
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|bgcolor="fuchsia"|
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!mus_ambgrv2
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!mus_sad1
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|bgcolor="fuchsia"|
|bgcolor="fuchsia"|
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|bgcolor="lime"|
|-bgcolor="silver"
!mus_trt
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!mus_fiteb
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|bgcolor="lime"|
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|bgcolor="lime"|
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
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!mus_wls
!mus_fitec
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!mus_space01
!mus_space01
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|bgcolor="fuchsia"|
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!mus_xtr2
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|bgcolor="fuchsia"|
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|bgcolor="fuchsia"|
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|bgcolor="lime"|
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!mus_main01
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|bgcolor="lime"|
|bgcolor="fuchsia"|
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!mus_lz
|bgcolor="fuchsia"|
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!mus_main02
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!mus_sv
!mus_main03
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|bgcolor="lime"|
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|bgcolor="fuchsia"|
!mus_ot
|-bgcolor="silver"
|bgcolor="lime"|
!mus_chase
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!mus_ambgrv2
!mus_xtr1
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!mus_xtr2
!mus_lz
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|-
|align=center colspan=16 bgcolor="white"|'''Click a section header to bring up<br>the corresponding [[Music/CD|CD track]]
|}
|}
 
==[[Music/CD#Trailer|Trailer]]==
==[[Music/CD#Oni Fever|Oni Fever]]==
===mus_sv===
====mus_chase====
The trailer's intro
This is not "Konoko Chase" as the title would let one expect
*mus_sv#, #={1, 2, 3, 4, 5, 6, _in, _out)
*mus_chase#, #={1, 2, 3, 4, 5, 6, 7, 8, _in, _out}
;Available in
;Available in
:level1_Final
:level2_Final
 
:level18_Final
==[[Music/CD#Pursuit|Pursuit]]==
===mus_ot===
====mus_pursuit====
The main track
*mus_pursuit#, #={1, 2, 3, 4, 5}, and mus_purs_out
*mus_ot#, #={1, 2, 3, 4, 5, 6_hdout, _in, _out)
;Available in
;Available in
:level8_Final
:level19_Final
:level11_Final
*mus_ot#, #={6, 7}
Short samples of Trailer stored in '''level0_Final'''.
Played in main menu and .MISSION:COMPLETE screens, in random succession.
Not available via scripts (no [[OBD:OSBD|OSBD]] entry)


==[[Music/CD#Konoko Chase|Konoko Chase]]==
===mus_main01===
A harder cut of Konoko Chase
*mus_main01#, #={a, b, c, d, e, _in, _out}
;Available in
:level3_Final
:level9_Final
===mus_main02===
A short cut of Konoko Chase (hard, with pauses)
*mus_main02#, #={a, b, c, _in, _out}
;Available in
:level11_Final
===mus_main03===
A softer cut of Konoko Chase
*mus_main03#, #={a, b, c, d, e, _out}
;Available in
:level3_Final
:level19_Final


----
==[[Music/CD#East Wind|East Wind]]==
==[[Music/CD#East Wind|East Wind]]==
===mus_asian===
===mus_asian===
Line 373: Line 752:
:level19_Final
:level19_Final


----
==[[Music/CD#Searching|Searching]]==
==[[Music/CD#Searching|Searching]]==
===mus_ambgrv1===
===mus_ambgrv1===
Line 380: Line 761:
:level2_Final
:level2_Final


==[[Music/CD#The Hunt|The Hunt]]==
 
===mus_ambgrv2===
----
*mus_ambgrv2#, #={_1, _2, _3, _4, _5, _6, _out}
==[[Music/CD#Pursuit|Pursuit]]==
===mus_pursuit===
*mus_pursuit#, #={1, 2, 3, 4, 5}, and mus_purs_out
;Available in
:level8_Final
:level11_Final
 
 
----
==[[Music/CD#Loss|Loss]]==
===mus_xtr===
Three short standalone pieces
*mus_xtr#, #={3, 4, 5}
Played on .MISSION:FAILED screens (random selection).
Not available via scripts (no [[OBD:OSBD|OSBD]] entry)
 
 
----
==[[Music/CD#Hurry|Hurry]]==
===mus_xtr1===
*mus_xtr1#, #={_1, _2, _3, _4, _end}
;Available in
;Available in
:level18_Final (not used)
:level14_Final
 


----
==[[Music/CD#Fight|Fight]]==
==[[Music/CD#Fight|Fight]]==
===mus_fiteb===
===mus_fiteb===
Line 400: Line 803:
:level12_Final
:level12_Final


==[[Music/CD#Internal Space|Internal Space]]==
 
===mus_space01===
----
*mus_space01#, #={a, b, c, d, e, f, _out)
==[[Music/CD#Ambient Suite|Ambient Suite]]==
===atm_cl05===
*atm_cl05#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
;Available in
:level13_Final
 
===atm_cl09===
*atm_cl09#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
;Available in
;Available in
:level6_Final
:level6_Final
:level9_Final
:level10_Final
:level14_Final


==[[Music/CD#Whirled Piece|Whirled Piece]]==
===atm_cl10===
===mus_lz===
*atm_cl10#, #={_1, _2, _out}
*mus_lz#, #={1, 2, 3, 4, 5, _out)
;Available in
;Available in
:level10_Final
:level10_Final
:level11_Final


==[[Music/CD#Trailer|Trailer]]==
===atm_cl11===
===mus_sv===
*atm_cl11#, #={_in, _lp, _out}
The trailer's intro
;Available in
*mus_sv#, #={1, 2, 3, 4, 5, 6, _in, _out)
:level0_Final
 
===atm_cl12===
*atm_cl12#, #={_in, _lp, _out}
;Available in
;Available in
:level2_Final
:level2_Final
:level18_Final
:level10_Final
===mus_ot===
:level12_Final
The main track
 
*mus_ot#, #={1, 2, 3, 4, 5, 6_hdout, _in, _out)
===atm_cl16===
*atm_cl16#, #={_in, _lp1, _lp2, _lp3, _out}
;Available in
:level13_Final
 
===atm_cl22===
*atm_cl22#, #={_in, _lp1, _lp2, _lp3, _out}
;Available in
:level13_Final
 
===atm_ft68===
*atm_ft68#, #={_in, _lp, _out}
;Available in
;Available in
:level19_Final
:level1_Final


==[[Music/CD#Hurry|Hurry]]==
===atm_ft81===
===mus_xtr1===
*atm_ft81#, #={_in, _lp1, _lp2, _out}
*mus_xtr1#, #={_1, _2, _3, _4, _end}
;Available in
;Available in
:level14_Final
:level13_Final


==[[Music/CD#Farewell|Farewell]]==
===atm_gr06===
===mus_xtr2===
*atm_gr06#, #={_in, _lp1, _lp2, _out}
*mus_xtr2#, #={endmx, hi, hi_in, _1, _2, _3, _4, _5, _6, _end}
;Available in
;Available in
:level10_Final
:level1_Final
:level14_Final
:level4_Final


===atm_gr09===
*atm_gr06#, #={_in, _lp1, _lp2, _out}
;Available in
:level6_Final
:level13_Final


----
===atm_low1===
*atm_low1#, #={, _in, _lp, _out}
;Available in
:level1_Final
:level2_Final
:level12_Final
:level18_Final


==Atmospherics==
===mus_amasian1===
===mus_amasian1===
*mus_amasian1#, #={_1, _2, _3, _4, _5, _6, _out}
*mus_amasian1#, #={_1, _2, _3, _4, _5, _6, _out}
Line 450: Line 879:
:level1_Final
:level1_Final
:level10_Final
:level10_Final
===mus_sad1===
*mus_sad1#, #={_1, _2, _3, _out}
;Available in
:level9_Final
:level14_Final
:level18_Final


===mus_cool04===
===mus_cool04===
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*mus_cool19#, #={_1}
*mus_cool19#, #={_1}
;Available in
;Available in
:level12_Final
===mus_hrt===
*mus_hrt#, #={1, 2, 3, _in, _out}
;Available in
:level1_Final
:level11_Final
===mus_low1===
*mus_low1#, #={_1, _2, _3, _out}
;Available in
:level1_Final
:level12_Final
:level12_Final


Line 482: Line 916:
:level6_Final
:level6_Final


===mus_hrt===
===mus_sad1===
*mus_hrt#, #={1, 2, 3, _in, _out}
*mus_sad1#, #={_1, _2, _3, _out}
;Available in
;Available in
:level1_Final
:level9_Final
:level11_Final
:level14_Final
:level18_Final


===mus_trt===
===mus_trt===
Line 500: Line 935:
:level18_Final
:level18_Final


===mus_low1===
*mus_low1#, #={_1, _2, _3, _out}
;Available in
:level1_Final
:level12_Final


===atm_cl05===
----
*atm_cl05#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
==[[Music/CD#Internal Space|Internal Space]]==
;Available in
===mus_space01===
:level13_Final
*mus_space01#, #={a, b, c, d, e, f, _out)
 
===atm_cl09===
*atm_cl09#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
;Available in
;Available in
:level6_Final
:level6_Final
:level10_Final
:level9_Final
:level14_Final


===atm_cl10===
*atm_cl10#, #={_1, _2, _out}
;Available in
:level10_Final


===atm_cl11===
----
*atm_cl11#, #={_in, _lp, _out}
==[[Music/CD#Farewell|Farewell]]==
;Available in
===mus_xtr2===
:level0_Final
*mus_xtr2#, #={endmx, hi, hi_in, _1, _2, _3, _4, _5, _6, _end}
 
===atm_cl12===
*atm_cl12#, #={_in, _lp, _out}
;Available in
;Available in
:level2_Final
:level10_Final
:level10_Final
:level12_Final
:level14_Final


===atm_cl16===
*atm_cl16#, #={_in, _lp1, _lp2, _lp3, _out}
;Available in
:level13_Final


===atm_cl22===
----
*atm_cl22#, #={_in, _lp1, _lp2, _lp3, _out}
==[[Music/CD#Konoko Chase|Konoko Chase]]==
===mus_main01===
A harder cut of Konoko Chase
*mus_main01#, #={a, b, c, d, e, _in, _out}
;Available in
;Available in
:level13_Final
:level3_Final
 
:level9_Final
===atm_ft68===
===mus_main02===
*atm_ft68#, #={_in, _lp, _out}
A short cut of Konoko Chase (hard, with pauses)
*mus_main02#, #={a, b, c, _in, _out}
;Available in
;Available in
:level1_Final
:level11_Final
 
===mus_main03===
===atm_ft81===
A softer cut of Konoko Chase
*atm_ft81#, #={_in, _lp1, _lp2, _out}
*mus_main03#, #={a, b, c, d, e, _out}
;Available in
;Available in
:level13_Final
:level3_Final
:level19_Final


===atm_gr06===
*atm_gr06#, #={_in, _lp1, _lp2, _out}
;Available in
:level1_Final
:level4_Final


===atm_gr09===
----
*atm_gr06#, #={_in, _lp1, _lp2, _out}
==[[Music/CD#Oni Fever|Oni Fever]]==
;Available in
===mus_chase===
:level6_Final
This is not "Konoko Chase" as the title would let one expect
:level13_Final
*mus_chase#, #={1, 2, 3, 4, 5, 6, 7, 8, _in, _out}
 
===atm_low1===
*atm_low1#, #={, _in, _lp, _out}
;Available in
;Available in
:level1_Final
:level1_Final
:level2_Final
:level12_Final
:level18_Final




----
----
==[[Music/CD#Trailer|Main Menu]]==
==[[Music/CD#The Hunt|The Hunt]]==
===mus_ot===
===mus_ambgrv2===
Short samples of Trailer
*mus_ambgrv2#, #={_1, _2, _3, _4, _5, _6, _out}
*mus_ot#, #={6, 7}
;Available in
Stored in '''level0_Final''', played in main menu and .MISSION:COMPLETE screens, in random succession.
:level18_Final (not used)
Not available via scripts (no [[OBD:OSBD|OSBD]] entry)




----
----
==[[Music/CD#Loss|Loss]]==
==[[Music/CD#Whirled Piece|Whirled Piece]]==
===mus_xtr===
===mus_lz===
Three short standalone pieces
*mus_lz#, #={1, 2, 3, 4, 5, _out)
*mus_xtr#, #={3, 4, 5}
;Available in
Played on .MISSION:FAILED screens (random selection).
:level10_Final
Not available via scripts (no [[OBD:OSBD|OSBD]] entry)
:level11_Final

Revision as of 23:39, 18 February 2006

Oni's ingame music (back to Music?)
Level 0 1 2 3 4 6 8 9 10 11 12 13 14 18 19
Chapter 0,1 2 3 4 5 6 7 8 9 10 11 12 13 14
mus_sv
mus_ot
mus_asian
mus_asianb
mus_ambgrv1
mus_pursuit
mus_xtr
mus_xtr1
mus_fiteb
mus_fitec
atm_cl05
atm_cl09
atm_cl10
atm_cl11
atm_cl12
atm_cl16
atm_cl22
atm_ft68
atm_ft81
atm_gr06
atm_gr09
atm_low1
mus_amasian1
mus_cool04
mus_cool19
mus_hrt
mus_low1
mus_om01
mus_om03
mus_sad1
mus_trt
mus_wls
mus_space01
mus_xtr2
mus_main01
mus_main02
mus_main03
mus_chase
mus_ambgrv2
mus_lz
Click a section header to bring up
the corresponding CD track

Trailer

mus_sv

The trailer's intro

  • mus_sv#, #={1, 2, 3, 4, 5, 6, _in, _out)
Available in
level2_Final
level18_Final

mus_ot

The main track

  • mus_ot#, #={1, 2, 3, 4, 5, 6_hdout, _in, _out)
Available in
level19_Final
  • mus_ot#, #={6, 7}

Short samples of Trailer stored in level0_Final. Played in main menu and .MISSION:COMPLETE screens, in random succession. Not available via scripts (no OSBD entry)



East Wind

mus_asian

A harder cut of East Wind

  • mus_asian#, #={1, 2, 3, 5, _in, _out}
Available in
level4_Final
level6_Final
level9_Final

mus_asianb

A softer cut of East Wind

  • mus_asianb#, #={1, 2, 3, 5, 6, _out}
Available in
level8_Final
level19_Final



Searching

mus_ambgrv1

  • mus_ambgrv1#, #={_1, _2, _3, _4, _5, _6, _out}
Available in
level1_Final
level2_Final



Pursuit

mus_pursuit

  • mus_pursuit#, #={1, 2, 3, 4, 5}, and mus_purs_out
Available in
level8_Final
level11_Final



Loss

mus_xtr

Three short standalone pieces

  • mus_xtr#, #={3, 4, 5}

Played on .MISSION:FAILED screens (random selection). Not available via scripts (no OSBD entry)



Hurry

mus_xtr1

  • mus_xtr1#, #={_1, _2, _3, _4, _end}
Available in
level14_Final



Fight

mus_fiteb

A harder cut of Fight

  • mus_fiteb#, #={1, 2, 3, 4, 5, 6, _out)
Available in
level2_Final
level9_Final

mus_fitec

A softer cut of Fight

  • mus_fitec#, #={1, 2, 3, 4, 5, _out)
Available in
level4_Final
level12_Final



Ambient Suite

atm_cl05

  • atm_cl05#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
Available in
level13_Final

atm_cl09

  • atm_cl09#, #={_in, _lp1, _lp2, _lp3, _lp4, _out}
Available in
level6_Final
level10_Final

atm_cl10

  • atm_cl10#, #={_1, _2, _out}
Available in
level10_Final

atm_cl11

  • atm_cl11#, #={_in, _lp, _out}
Available in
level0_Final

atm_cl12

  • atm_cl12#, #={_in, _lp, _out}
Available in
level2_Final
level10_Final
level12_Final

atm_cl16

  • atm_cl16#, #={_in, _lp1, _lp2, _lp3, _out}
Available in
level13_Final

atm_cl22

  • atm_cl22#, #={_in, _lp1, _lp2, _lp3, _out}
Available in
level13_Final

atm_ft68

  • atm_ft68#, #={_in, _lp, _out}
Available in
level1_Final

atm_ft81

  • atm_ft81#, #={_in, _lp1, _lp2, _out}
Available in
level13_Final

atm_gr06

  • atm_gr06#, #={_in, _lp1, _lp2, _out}
Available in
level1_Final
level4_Final

atm_gr09

  • atm_gr06#, #={_in, _lp1, _lp2, _out}
Available in
level6_Final
level13_Final

atm_low1

  • atm_low1#, #={, _in, _lp, _out}
Available in
level1_Final
level2_Final
level12_Final
level18_Final

mus_amasian1

  • mus_amasian1#, #={_1, _2, _3, _4, _5, _6, _out}
Available in
level1_Final
level10_Final

mus_cool04

  • mus_cool04#, #={_1, _3, _out}
Available in
level2_Final
level6_Final

mus_cool19

  • mus_cool19#, #={_1}
Available in
level12_Final

mus_hrt

  • mus_hrt#, #={1, 2, 3, _in, _out}
Available in
level1_Final
level11_Final

mus_low1

  • mus_low1#, #={_1, _2, _3, _out}
Available in
level1_Final
level12_Final

mus_om01

  • mus_om01#, #={a, b, c, _in, _out}
Available in
level2_Final
level8_Final
level13_Final
level19_Final

mus_om03

  • mus_om01#, #={a, b, _in, _out}
Available in
level6_Final

mus_sad1

  • mus_sad1#, #={_1, _2, _3, _out}
Available in
level9_Final
level14_Final
level18_Final

mus_trt

  • mus_trt#, #={1, 2, 3, _in, _out}
Available in
level10_Final
level18_Final

mus_wls

  • mus_wls#, #={1, 2, 3, 4, _in, _out}
Available in
level13_Final
level18_Final



Internal Space

mus_space01

  • mus_space01#, #={a, b, c, d, e, f, _out)
Available in
level6_Final
level9_Final
level14_Final



Farewell

mus_xtr2

  • mus_xtr2#, #={endmx, hi, hi_in, _1, _2, _3, _4, _5, _6, _end}
Available in
level10_Final
level14_Final



Konoko Chase

mus_main01

A harder cut of Konoko Chase

  • mus_main01#, #={a, b, c, d, e, _in, _out}
Available in
level3_Final
level9_Final

mus_main02

A short cut of Konoko Chase (hard, with pauses)

  • mus_main02#, #={a, b, c, _in, _out}
Available in
level11_Final

mus_main03

A softer cut of Konoko Chase

  • mus_main03#, #={a, b, c, d, e, _out}
Available in
level3_Final
level19_Final



Oni Fever

mus_chase

This is not "Konoko Chase" as the title would let one expect

  • mus_chase#, #={1, 2, 3, 4, 5, 6, 7, 8, _in, _out}
Available in
level1_Final



The Hunt

mus_ambgrv2

  • mus_ambgrv2#, #={_1, _2, _3, _4, _5, _6, _out}
Available in
level18_Final (not used)



Whirled Piece

mus_lz

  • mus_lz#, #={1, 2, 3, 4, 5, _out)
Available in
level10_Final
level11_Final