
NES sound language
Separate NES chiptune from generic 8-bit prompts
The workflow starts with the console sound idea first. Instead of asking for broad pixel music, define lead pulses, counter melody, triangle bass, noise percussion, and the amount of arpeggio sparkle. That gives the generated draft a clearer game-console identity.
- Write pulse 1 as the main melody and pulse 2 as harmony, echo, or countermelody
- Use triangle bass for steady roots, walking motion, or dramatic boss tension
- Describe noise drums as kick-like thumps, snare bursts, hats, fills, and impact hits
