do
-- resetCycles
setcps (135/60/4)
-- once $ "fx_commodore:8" # room 0.45 # crushbus 1 (range 16 3.5 saw) # gain 0.8
let g = id
let g = (whenmod 64 32 (# lpf (slow 32 $ range 500 5500 saw)))
d1 $ g
  $ mask "<f!8 t!54>"
  -- $ struct "<t!8 f!2 t(2,4)!6 [t t t <t t*2 t [~ t]>]!16>"
  $ struct "t t t <t t*2 t [~ t]>"
  $ "[jazz,kick:5]" # lpf 4000
  # gain 0.9
d2 $ g
  $ mask "<f!8 t!54>"
  $ mask "<<t!4 f t!3> t t [t <f!3 t>]>"
  $ "drums_gameboy" # n "<0!4 0 2 2 0 2!4 0!4>"
  # cut 2
  # gain 0.9
  # lpf 2000
d3 $ g
  $ mask "<f!8 t!54>"
  $ struct "<[~ t]!8 [~ t ~ t*<1!3 2>]!8>"
  $ "[cp,glitch:6]"
  # lpf 8000
  # gain 1.2
  # room 0.4 # sz 0.8 # dry 1
  # cut 3
d4 $ g -- Gameboy glitter
  $ mask "<f!24 t!8 f!4 t!4 f!8 t!24>"
  $ slice 4 ("<0!4 1!4 2!4 3!4>")
  $ "synth_gameboy:4"
  # cut 4
  # room 0.4 # sz (slow 32 $ range 0.4 0.9 saw)
  # gain (segment 16 $ 0.7 + 0.2 * perlin)
d5 $ g -- BASSLINE BASELINE
  $ whenmod 16 12 (# silence)
  $ "bass_gameboy:3"
  # n "<2 2 1 0>"
  # cut 5
  # room 0.3
  # pan 0.2
  # gain (0.89 + 0.1 * perlin)
  # crushbus 51 (slow 64 $ range 16 3 saw)
d6
  $ mask "<f!7 t>"
  $ "fx_gameboy"
  # pan (range 0.1 0.5 perlin)
  # n (irand 10)
  # gain 0.5
d7 $ g -- Bonus break!
  $ mask "<f!4 t!4 f!24 t!8 f!8 t!16>"
  $ mask "<t!3 [t t f t]>" -- Aere
  $ slice 4 ("0 1 <2 2 5 5> <6 7*<1 2>>")
  $ loopAt 2
  $ "break:1"
  # cut 7
  # gain (slow 32 $ range 0.7 1.15 saw)
d10
  $ sometimes (0.25 ~>)
  $ degradeBy 0.2 -- Fix trop frequent
  $ rarely (stut 4 0.75 0.5)
  $ mask "<f!8 t? f!3 t f!2 <f t>>"
  $ "fx_commodore:8"
  # crush (range 5 10 rand)
  # gain (0.5 + 0.23 * rand)
  # pan 0.9
  # room 0.4
