============================== INDIANA JONES and the FOUNTAIN of YOUTH DEMO SOUNDTRACK infos ============================== All tunes © Mark Lovegrove Composed by Mark "m0ds" Lovegrove for Screen 7 during 2004, 2005 & 2006 for the demo only. Please respect the author & do not modify these files! speilbergjnr@hotmail.com http://www.screen7.co.uk 00 main menu 02:04 01 main titles 00:52 02 post office 00:56 03 map/landing at bimini00:38 04 beach 01:29 05 roam bimini 1 01:03 06 isle map 00:29 07 honk! 00:57 08 round rock 00:50 09 roam bimini 2 02:43 10 roam digsite 1 01:18 11 roam digsite 2 00:55 12 return to round rock 00:49 13 wrong choice 00:07 14 fight! 00:29 15 nearly win fight 00:08 16 nearly lose fight 00:08 17 lose fight 00:50 18 success/precepice 02:05 19 precepice panel 01:27 20 return to precepice 01:19 21 kaltenbrunners rally 01:30 22 end of demo credits 03:03 (total = 00:26:09) Over 25 minutes of music. That's over 20 minutes of music for just ONE location (Bimini). The full game has over 10 main locations! ======================================================= ============ ==FOREWORD==' ============' ''''''''''''' Thank you for downloading the INDIANA JONES and the FOUNTAIN of YOUTH special edition DEMO soundtrack. It has been composed by me, Mark "m0ds" Lovegrove - using Cakewalk Express 3.11. It's a fairly primative method I use for all my music. I play my keyboard and discover melodies and tunes that I like - and then program it into Cakewalk by placing each note. I really need to hook my keyboard up to the PC! That is the intention for the full-game. The demo soundtrack should give you an idea of what I'm capable of. That's right, I place each note - it's a mildly tiring task, but naturally - it's rewarding and exceptionally fun :D I was reluctant to start on the soundtrack for the demo before I had worked on at least some of the new Perils Of Poom soundtrack, (which features in the deluxe edition). The Adventures of Fatman taught me a lot, but I still didn't feel my tunes would suit the exceptional quality of Misja's artwork and the teams skills at developing an outstounding demo. My composing still lacked fluency and pace, you could still feel "blocks" as it were, what I consider to be melodies or riffs that repeat and repeat and change slighlty and repeat etc... Poom taught me a great deal about making pieces flow. The soundtrack I wrote for SOCKO! Entertainment's; The Adventures of Fatman gave me a great insight into what is possible both with AGS and composing a score that can run in a similar style to any LucasArt game, even mimic-ing various parts of the iMuse system. The answer isn't in the engine, it's in the composing! (But thats only because there's no sufficient iMuse plug-in for AGS yet..! :p ) I have been listening to a lot of John Williams, and admittedly - metal, namely Macine Head and Equinox (who you don't know YET), and thats helped me in-coporate more intracacy into my music. I also listen to the works of Danny Elfman, "Beetlejuice" is a superb example of music that "works" with adventure games. Naturally the music from Fate of Atlantis has been blasting through my speakers, (and headphones) and it's been a great inspiration. The music in the FOY demo is eerily similar, but I'm happy about that - the demo score is still practice for me, the full score will be completely unique. Let's have a ramble about m'tunes then... ===================== =FEATURED MIDI MUSIC=' =====================' '''''''''''''''''''''' 00 MAIN MENU (demo_00mainmenu.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The first long tune I composed with my keyboard now plugged into the PC. I pretty much improvised for a few moments & it was a 2 minute track. I added some instruments to make the basics sound more sparkly and it turned out well! I thought :) 01titles.mid (demo_01titles.mid) An early 01 POST OFFICE (demo_01postoffice.mid) 00:56 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [loops] This was one of the last tunes I composed for the demo as it took a while for that scene in the demo to be completed - so I couldn't get an accurate timing for it beforehand. The track starts off with a sort of typical Indiana-entered a new location "wahhhhhh". In the full game, London will have a theme but I didn't want to use it in this track. Come about 15 seconds is when Indy reads the telegram and it finishes with a pacey drum beat as Indy and Lando prepare to leave. 02 OPENING TITLES (demo_02titles.mid) 00:37 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [does not loop] This WAS the last tune I composed for the demo. I think I might have gone a bit over the top with it, but there was never any intention of having the Indy theme play in full anywhere in the demo. This is a shortened version. The full game will feature a full 4 minute track or so. Can't wait!! 03 MAP/LANDING AT BIMINI (demo_03mapland.mid) 00:38 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [does not loop] This was one of the first tunes I wrote for the demo. The Post Office scene and credits were added at a later date, and so this tune was a little longer to accompany the map and then the plane landing at Bimini. It's been chopped up here and there. Also, it repeated Indy's main theme which didn't seem right after the opening titles, so I cut that up. 04 BEACH (demo_04beach.mid) 01:29 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [loops] This is what I call a "no effort" MIDI, and because it took no effort - I can't remember when I made it either! :P It uses a simple repetitive beat, wave sounds here and there, and a very simple riff somewhere in the middle. 05 ROAM BIMINI 1 (demo_05roamb1.mid) 01:03 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [does not loop] This, suprisingly, was the second tune composed for the demo. Way back in 2004 I composed a short tune for "Bimini", the main melody you hear at the start until about 19 seconds is it. This is an updated version of that tune. 06 ISLE MAP (demo_06islemap.mid) 00:29 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [loops] This track was not originally composed to accompany the in-land map of Bimini, but was set to be the background tune for the following screen, with the wrecked jeep. It seemed to work better on the map. If all goes according to plan, this tune will slowly fade out in the wrecked jeep scene... 07 HONK! (demo_07honk.mid) 00:57 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Another fairly early composition. I'd gotten quite confident about what I could acheive in the demo score and wrote this piece, with no idea what it could be used for originally. Then it just seemed to suit the part perfectly. Realising it's potential for that scene, I lengthened it and made it sound a lilll bit nicer. 08 ROUND ROCK (demo_08roundrock.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [loops] This location, which plays quite a mysterious role in the full-game has a nice little theme here. I don't really know what to say about it! 09 ROAM BIMINI 2 (demo_09roamb2.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [loops] OOooohh! This one was ALMOST left RIGHT out! In earlier builds of the demo this tune accompanied the majority of screens in the demo. As more tracks were added I decided to scrap this tune. Trust me, it gets on your nerves after a while!! Ah, well, it DID get on mine... Then I updated it and it sounded quite good. So it's IN! This tune has been around a long time. 10 ROAM DIGSITE 1 (demo_10roamds1.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I realised at this point that I needed to calm it down a bit. Music can get obtrusive when playing and when - in theory - you're stuck figuring stuff out! :P I wasn't sure whether this tune would really work within the digsite but I got positive feedback from the team so they convinced me to keep it. The last 30 seconds or so was added recently. It is a relativly bright (until the end) exploration of the digsite, with a little bit of Indy at 00:50. 11 ROAM DIGSITE 2 (demo_11roamds2.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Again, a slow, mysterious exploration of the digsite. This time a little darker as the exploration gets a little deeper! You will hear clarinets shooting up and down in various tunes in the demo soundtrack, a method I hadn't discovered until listening to the FoA soundtrack several times. 12 BACK AT ROUND ROCK (demo_12rrockv2.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A much softer version of the original. Actually, just an EARLIER version of the original. :P Leaving instruments OUT creates whole new tunes! 13 FIGHT! (demo_13fight.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=- When it came to a fight in the jungle with a macho guard, I really didn't know what to compose. I originally intended for it to be all drums, taikos, timpanis etc, but gradually the drums were cut down and it ended up sounding something like the Biff fight from Fate of Atlantis. 14 PRECEPICE (demo_14precepice.mid) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written after 13 FIGHT!, this track rounds off a successful battle with the guard and then moves on to accompany the Precepice. This tune will probably be cut up into lots of little tunes at a later date to make our iMuse type-thing work. You may or may not come across PICE2.mid which is a looping version of this track. this text file is unfinished!!!!1 ====================== ==OMITTED DEMO MUSIC==' ======================' ''''''''''''''''''''''' omit-cautious.mid =-=-=-=-=-=-=-=-= The first tune I ever made with my keyboard properly hooked up to my PC! This was a test, and later became the opening music for the website. It was a candidate for the demo's main menu, but it was replaced. omit-islemap.mid =-=-=-=-=-=-=-=- Another tune to serve the purpose as a map background tune, this tune was one of the last tunes to be composed - but was not used in the demo. omit-mainmenu.mid =-=-=-=-=-=-=-=-= The first tune created for the "main menu" of the demo, this tune was omitted because I don't like the way it sounds - it has a strange beat! omit-plucky.mid =-=-=-=-=-=-=-= There was nothing wrong with this tune, also created recently with the keyboard hooked up - there was just nowhere to put it. It could feature in the full game. omit-postoffice.mid =-=-=-=-=-=-=-=-=-= My first attempt at some music for the post office scene! When I heard it back it all just sounded silly, and not very Indy, so I scrapped it :P omit-spooky.mid =-=-=-=-=-=-=-= This tune was actually created for the introduction of the full game, only it wasn't working out and I never got round to finishing it. It was later adapted for the "Screen 7" logo in the demo. music444.mid & spinks.mid also feature in the demo. That's all I'll say ;)