I've experimented with making further kinds of simple musical scripts for my #saugns program, mainly one-liners shorter than 80 characters.

It's easy to make algorithmic music that may fit 90s-style video games. Here's a one-liner background #music track, remarkably complex for having one voice and 3 ops only, using randomness for both timbre and "note" variation.

/seed(2) Rlin f2 t60*4 p[Wmto r8.r64[Ruwh f1] a2]

I have a few more simplistic VGM-ish SAU script tracks around.

As others post various varying little things for #looptober, I don't plan on catching up and participating fully in that, but still, might as well share more -- these seem to fit in well until I run out of them.

This one is background music meant to evoke a sense of gleeful twisted mentality, maybe it could be named something like "The Mind Behind the Cult". But too simple...

/seed(1) Rcub f1/2 t60*4 p[Wcat r32.r128[Ruwh f1] a4]

#looptober 3 (catching up, still more to go even if I don't stick to it).

Here's another, nice and mellow pseudo-melody, but I think the timbre is a little dull (typical of making relatively soft sounds using this method with no additional processing).

// Mellow ambient track with random non-repeating "melody"
/seed(0) Rlin f3 t60*2 p[Wtri r8.r32[Ruwh f1] a2]

Here's a variation on the track I associated with a twisted mind behind a cult. Instead, this seems more fitting to a villain whose reach comes ever-closer...

#looptober 3 (better to count this as the 3rd since the 1st track in this thread was posted too early).

This is a few generators grinding out the result of modulation without repeat.

// Descending rather than ascending variation
// something sinister comes perpetually closer...
/seed(1) Rcub f1/2 t60*4 p[Wcat r32.r128[Ruwh f1] a-4 p1/4]