Hey, guys, Binx, here. So, choosing music for your quest. I don't think a lot of people realize what an impact having appropriate and varied music can have on a quest, since some of the best quests in the database are marred by recycling the same old Zelda 1 midis, when you could do so much more. So, here's a list of things to think about when choosing music for your quest:1. Whether or not to write your own music.Now, obviously, not everyone is a composer, and if you're not up to writing your own music for the quest, that's perfectly okay. But for those of you who ARE composers/songwriters, i highly recommend contributing at least some original music to your quests. It offers a refreshing break from tired video game songs people have heard a million times. Programs like Anvil Studios are free, and they have a number of different composer functions, (from a piano roll, to sheet music, and so on), or if you're a more advanced user, and you want to create more authentic sounds, you could use Famitracker (A program which I have yet to learn, but I've heard what people do with it, and it's awesome). Either way, original music adds a personal touch that can't easily be replicated.2. Which file format to use for music.Zelda Classic has three primary formats that people use: Tracker files, MIDIs and MP3s, but which should you use for your quest? Eh, honestly, it doesn't matter a whole lot. Tracker (.nsf) files are preferred by some, for its ability to properly recreate NES-style sounds, which many modern MIDIs don't do well; and MP3 files are, of course, nice because you can load recorded music (good for people who like hearing real instruments, or who can play an instrument, but can't write sheet music); however, I usually use MIDI, because the songs are loaded directly into the .qst file, and don't require separate downloads, unlike the aforementioned tracker and MP3 files. I believe you may be able use WAV files, as well, but those are ridiculously huge, so just don't do it.3. ThemeRegardless of whether your music is original or taken from another game (again, both are acceptable, this is a fangame engine, after all), it needs to fit the mood of the area. If you're trying to convey a quiet and spooky atmosphere, high-energy pop music is probably no the right choice. Official LoZ games have been phenomenal at this, with each area's music providing a distinct feel that fit the overall mood of the area. Grand, bombastic songs like Z1 overworld themes, or the Lord of the Rings score, or things like that are great for overworld areas, while calm, quiet songs work better for things like towns. Reducing the music, or removing it completely at times can help to set a very oppressive atmosphere, and high-energy tunes can help create a sense of urgency. Elemental themes are important, here, too, could you imagine if they used the Ice Cavern music from Ocarina of Time in the Fire Temple, instead? That would have been terrible. The est advice I can say here is to listen to a lot of songs and ask yourself "Does this fit here?" and don't just decide "Yes" out of laziness or because you really like the song.4. VarietyYeah, yeah, I know that Zelda 1 only had three songs (Four, if you count the title screen), but adding a greater variety of songs can really help set different areas apart from each other. That being said, too many songs can distract from the experience, since the music changes too often to appreciate each song, so, finding a balance here is key. I make relatively large overworld maps for each area, so that each song used gets to play through, but not so large that the songs start to become grating, and probably have between 15 and 20 songs per quest, depending on how many overworld areas I have. It's by no means necessary to use that many songs, but it helps, and with all the variety of VG music out there, how could you not want to?So, yeah, that's my two cents. Agree? Disagree? Think I should have my sensitive bits roasted over an open flame for wasting your time with this tripe? Let me know in the comments, below, and we can have discourse.