Rythym Action Models

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Player Excitement During a Stage

Music

Beginning

The intro is slow and sparse. Keeping it slow helps the player get used to the beat. Keeping it sparse allows it to get cluttered later.

The first few battles will be slow and easy, so the player should have no trouble finishing them off and getting pumped.

Transitions

A song could be broken into multiple parts. (Should ask Cat what those are called...) It would be the same basic style, but a different melody of sorts. This is similar to later Sonic games (Sonic 3, Sonic Heroes *shudder*) that would have two songs with the same musical idea, but with different melodies or beats.

The song would switch to begin the second act. A change in music could signal a miniboss, a harder scenario, or just the start of the second act.