To sum up the Worms Blast music design, the game features the following:
Four different "sets" of background music
About eight different musical parts in each set
Five different intensity levels in each part
Eighteen different two-bar patterns for major game events
Nine different small motifs for minor game events
Tempo changes to intensity
Separate DirectMusic content for the front-end menu system, the credits screen, and the world map screen
All in all, the game contains 338 musical patterns, most of which are eight bars in length (some of which are two bars long), and 36 motifs. It also has approximately 150 custom-made instruments, most of which contain multiple regions.
Perhaps equally interesting is what this implementation doesn't have. First of all, it has no chords. Of course, the music has chords, but as far as the DirectMusic engine is concerned, everything is in the default chord of C major. It also doesn't have ChordMaps, a concept I admit I still haven't really looked into. The game doesn't use any DirectMusic scripts. Instead, most of the interactive features are implemented by the use of groove levels.