The Block Off! Story is simple; i took notice of the work of Colin Vella in the AMOS developers facebook group and asked to cooperate.
The game is pretty simple: the player need do destroy all colored blocks putting blocks of the same color side-to-side within the allotted time, and each level might present a different challenge: different layout, ice blocks, arrows, dynamite+detonator blocks, unmovable blocks and so on.
There is not a single source of inspiration for the musical work; in a way all is inspired by different games, musics and situations that happen to give me ideas.
The main music in example uses a sample that is well known to be used by Tim Follin in the Qix High Scores (and that i did stumble in a demoscene .mod file); gives a pretty distinctive tone and a mood between the happy and space euphoria. Being a title tune i did use all four channels plus my usual bank of microsamples, that comes handy when the memory footprint is needed to be small – since the game need to fit in one 880k disk the leaner the better.
Same instruments bank is used for the High scores tune, and a slower pace compared to the title tune, more relaxing.
In-game tune A (that for some circumstances become the third in appearance during the game) is instead inspired by the tunes often heard on the Dizzy games and try to keep a playful mood.
And In-game B is instead a simple reggatta tune in part fueled by dubstep and in part by other pop songs that happen to come up in the radio.
In-tune C instead has a bit of mixed feeling between horror and misterious. No particular inspiration beside some meddling with keyboard while looking for inspiration and then start to build layers on it.
Then have a couple of short jingles: the Game Over tune (one track in style of the high score music) and an harp blend at the end of a successful level.
From the technical side, all songs are typical protracker .mod files, with sizes ranging from 12k (level done, just one pattern) to 60k (title song) and have been composed using Milkytracker on Windows XP.
The in-game songs uses just three of the four available channels, keeping channel 0 free for sound effects, while the title song, high scores song, game over song and level complete song use all four channels.