[Justin Mullens, the man behind the fine, fine music in Boss Rush, has graciously offered write down some of the thoughts he had while he was composing. For anyone interested in how the music came to be, it's a fun read, and offers a fascinating glimpse into what his creative process looks like. He clearly knows what he is talking about, since he specifically calls out the Moon Level music from Duck Tales.
-Montoli]
First of all, a little personal background: I loved shooters when I was growing up. I was addicted ever since I first laid my hands on Defender in the arcades, I got really into them with Gradius and R-Type on the NES & SNES, and was completely hooked when Square released Einheinder on the Playstation. There was a ton of shmups I didn’t play, but the ones I did play left an indelible impression. It was around this time that I first started making electronic music using Impulse Tracker in DOS, which is basically the origin of my career as a sound designer in the video games industry. Even though shooters and tracker music were two of my loves growing up I’ve never had a chance to work on a “classic style” 2D shooter before now, and I was really excited by the opportunity to work with Chris (Paper Dino) when he asked me to do the music and sound effects on Boss Rush.



So my original plan was “I’ll start a dev log over at the 