Originally posted by: TubaJoe123
Gotcha. Well then shoot, I probably won't take it on then. Maybe another day, when I know what I'm doing lol.
One last AFAIK consideration. The facts that the NES triggers a NMI each 1/60th of a second, it is of course a nice thing for many reasons when coding a game: sprites move at constant speed, music plays at constant speed, and so on. However, this means that between two NMI there is a specific amount of cycles (about 30000 IIRC) to calculate how make "things" happen in the next frame. In a "slow" pace game (like a chess game maybe) to have the code behave in such a way that if there is a lot to compute the computation is postponed to the next frame is of course not an issue. In an action game like gauntlet (which by the way is in my top 20 favorite NES games for sure) skipping frames to end up computing could likely end up in slowdowns (kind of like in Zelda when facing the dragon boss, for instance). So besides space on banks, I guess that another possible reason for lacking music, it is other feautures of game already drains up the processor resources: many sprites on screen, all moving, check collisions, and so on.
I am just guessing, maybe they were cheap on music like you said, but maybe they delibarately chose to give up on music to use the NES processor full potential to polish up better other aspects of the game.
Like other said, without reverse engineering it, you cannot say.