CULL_RATIONALE.md

music/exemplars/expansion/CULL_RATIONALE.md

Expansion wave — adversarial cull rationale

Date: 2026-08-05. Consumer: docs/proposals/music/MASTERPIECE_PROGRAM.md rung 1-2 (measurement rig → formula cards). Target file: build/audio/exemplars/CORPUS.json.

Four era curators (SNES/16-bit 32, N64 30, PS1/Saturn 32, GC-PS2-PC 32) proposed 126 candidates. The adversarial pass kept 68 and cut 58. Base corpus was 114 rows (not 115 — EX_100 and EX_105 are absent; EX_105 Answers is on the excluded array). Merged total: 182.

The bar that was actually applied

Josh is buying and listening to every row. So the test was never fame:

Dedup result

Attribution verification

Composer fields were re-derived rather than inherited. Findings:

Final class balance

ClassBaseAddedTotal
TITLE_CHARACTER14923
EXPLORATION301848
BATTLE17825
BOSS15823
MELANCHOLIC14923
TENSION13821
CREDITS_TRIUMPH11819
Total11468182

EXPLORATION and TITLE_CHARACTER dominate, as Josh's Nintendo-nostalgia ruling implies — but every thin class gained real rows with era-specific grammars the modern-heavy base list had none of: BOSS gained groove-based and swing-based menace (Meridian Dance's 3-against-4 hemiola, Fight Against an Armed Boss's big-band threat) plus an absent-melody boss (Pokey Means Business!); TENSION gained event-spacing-only dread (Lower Norfair), retrograde-playable writing (Stone Tower Temple) and a two-mix alert-state cue (dataDyne Central); CREDITS_TRIUMPH gained the short resolving reward fanfare (Great Fairy's Fountain — the corpus had none and the game needs hundreds), terminal modulation (Smiles and Tears), quiet triumph (Theme of Samus Aran) and the cast-roster rondo (FF6 Ending, the structural model for a 79-chapter finale).

Structural gaps deliberately closed

The ten closest calls — killed, and why

1. Corneria (Star Fox, 1993) — killed by EX_125 Prologue ~ To the Ancient Land. Both are a rising perfect-fourth heroic call answered lower, and Otani's adds real stretto/canon. Corneria's differentiator was "grandeur from four voices", which is the single most over-subscribed claim in the whole candidate set (Fillmore, Battle! Champion, Tristram, Andy's Theme, Pallet Town all made it). Famous, redundant, cut.

2. MEGALOMANIA (Live A Live, 1994) — killed on "nothing is added for four minutes", which is now carried three ways: Never Forget (frozen ostinato, arc by density), The Great Sea (everything constant, harmony varies), Meridian Dance (escalation by hemiola alone). Its second argument — an early sample-budgeted Shimomura control against her orchestral rows — survives anyway through EX_131 and EX_155.

3. Dragon Roost Island (Wind Waker, 2002) — killed by EX_137 Vamo' Alla Flamenco. Same pairing (Spanish guitar idiom + standing hemiola), and Vamo' adds Phrygian dominant, a mode nothing else in 182 rows has. Wind Waker still gets two rows, as the theme pair.

4. Final Hours vs Lower Norfair — nearly cut Final Hours; kept both, then cut Magmoor Caverns and Secure Place (RE2) instead. All four teach dread from absence. The surviving two are a deliberate A/B on entrainment: Lower Norfair has no locatable pulse at all (event spacing is the only variable), Final Hours has one and makes its RATE the variable. Magmoor and Secure Place sat between them and added nothing measurable.

5. Sheik's Theme (Ocarina of Time, 1998) — motif transformation as narrative reveal is genuinely load-bearing for this project's reveal discipline. Cut anyway: the transformation-pair slot went to The Great Sea / Farewell Hyrule King, which is a cleaner measurable delta, and Zelda was already taking seven additions. This is the one cut most worth revisiting if a later wave has room.

6. Mad Monster Mansion (Banjo-Kazooie, 1998) — killed by EX_134 Click Clock Wood, same composer and same game. Both are "one theme, N re-orchestrations"; Click Clock Wood's four seasonal states are the larger and better-released dataset. Spatial-axis versus temporal-axis was not a big enough difference to buy twice.

7. Melodies of Life (FF9, 2000) — killed by EX_181 Small Two of Pieces ~ Stars of Tears. Both are "the closer earns its weight from thirty hours of seeding"; Mitsuda's gives a measurable transform (field theme, relative major, halved tempo) plus a triplet vocal floating over a duple bass. Also relieved Uematsu saturation, which the wave had to manage deliberately.

8. Bowser's Galaxy Reactor (Super Mario Galaxy, 2007) — triple-metre ceremonial menace is a register we need and the corpus still lacks a live-orchestra example of. Cut because EX_153 Gang-Plank Galleon already holds a triple-metre boss, and its economy claim (climax by register and re-articulation, never by density) is rarer, plus it corrects a formula-card error the rig would otherwise make about David Wise being an atmosphere composer.

9. Sea Shanty 2 (RuneScape, 2004) and Frosty Village (Diddy Kong Racing, 1997) — both cut on loop endurance, which is now held by 2 AM (designed non-cadence on chord extensions) and The Great Sea (reharmonisation as the only variation). Sea Shanty 2's inverted B strain and Frosty Village's anti-cadence bass were real devices that lost to stronger holders of the same lesson.

10. Live & Learn (Sonic Adventure 2, 2001), Pearl Blue Soul (R4, 1998) and Delfino Plaza (Super Mario Sunshine, 2002) — the three that hurt to lose on count alone. Live & Learn's withheld suspension collides with the anti-cadence cluster and SA2 already has EX_151; Pearl Blue Soul's hook-as-voicing is genuinely absent but the corpus already carries EX_104 Motor Species from that OST; Delfino Plaza's clave interlock lost to EX_137 and its one-motif-many-ensembles claim lost to Click Clock Wood.

Consolidations worth recording

Four composers were represented by multiple overlapping candidates. One row each was kept, on device, not on fame:

Full cut list (58)

Emitted by script from the four curator files minus the 68 rows carrying "expansion": true in CORPUS.json — not hand-typed.

SNES/16-bit — 7 cut of 32: Corneria (Star Fox); Flower Garden (Yoshi's Island); Crysta (Terranigma); Opening Stage / Highway (Mega Man X); Fight It Out! (Tactics Ogre); MEGALOMANIA (Live A Live); Hyrule Castle (A Link to the Past).

N64 — 19 cut of 30: Lost Woods / Saria's Song (OoT); Song of Storms (OoT); Sheik's Theme (OoT); Ending Theme / Staff Roll (OoT); Majora's Wrath (Majora's Mask); Super Mario 64 Main Theme (SM64); Slider (SM64); Area 6 (Star Fox 64); Pallet Town (Pokemon R/B); Bicycle (Pokemon R/B); Mad Monster Mansion (Banjo-Kazooie); Fungi Forest (DK64); Frosty Village (Diddy Kong Racing); Koopa Troopa Beach (Mario Kart 64); Windy (Conker's BFD); Sloprano (Conker's BFD); Facility (GoldenEye 007); Shooting Star Summit (Paper Mario); Ogre Battle 64 Opening Theme.

PS1/Saturn — 18 cut of 32: Primal Eyes (Parasite Eve); Dream of the Shore Bordering Another World (Chrono Cross); Bonds of Sea and Fire (Xenogears); Sunrise Spring (Spyro: YotD); Fossil Field (Ape Escape); Beautiful Golden City (Suikoden); Stab the Sword of Justice (Star Ocean 2); Confidence in the Domination (Valkyrie Profile); Thermosphere (Einhander); The Extreme (FF8); Dark Messenger (FF9); Gothic Neclord (Suikoden II); Radical Dreamers ~Unstolen Jewel~ (Chrono Cross); Lost Painting (Symphony of the Night); Secure Place / Save Room (Resident Evil 2); Balue's Tower (Klonoa); Pearl Blue Soul (Ridge Racer Type 4); Melodies of Life (FF9).

GC/PS2/PC — 14 cut of 32: Nerevar Rising (Morrowind); Andy's Theme (Advance Wars); Dragon Roost Island (Wind Waker); Forest of Hope (Pikmin); Sea Shanty 2 (RuneScape); Delfino Plaza (Super Mario Sunshine); Foregone Destruction (Unreal Tournament); Terran Theme 1 (StarCraft); Vs. Meta Ridley (Metroid Prime); Bowser's Galaxy Reactor (Super Mario Galaxy); Promise / Reprise (Silent Hill 3); Magmoor Caverns (Metroid Prime); Winds Across the Plains (Fire Emblem: Blazing Blade); Live & Learn (Sonic Adventure 2).

Devices we knowingly did not buy

Named honestly so a later wave can pick them up rather than rediscover them:

Acquisition note for Josh

68 rows to buy or lawfully download into D:/audio/exemplars/. Nine of them are cheap in a specific sense — Clock Town Day 1, Click Clock Wood and dataDyne Central are only fully useful if their sibling variants come with them (Clock Town Day 2 and Day 3; Click Clock Wood's summer/autumn/winter; dataDyne's action mix). Those siblings are not separate corpus rows and should not be, but they are part of the same purchase, because the formula card is the delta between them.

Generated by harness/site/structure_site.py — the URL path is the repo path. review root