Don't Flinch is a tense, electronic song that makes heavy use of layering to build tension through it's runtime. The song begins with a short, looping drum pattern with various short instrumental sampled played on top of it. At the start of the third loop, a quick, discordant synth melody begins, running the length of the loop. After another loop, a second synth track is added; this one on a much more strict rhythm, acting more as a harmony than melody. This second synth lacks the dissonance of the first, creating tension between the two. Immediately at the start of the next loop, low synth petals join, outlining a lower harmony that quickly jumps between slow, step-wise motion and a frantic slide up and down the scale. All of the repeated patterns are dropped from the next loop as a new synth blares an equally new melody. The drums continue in a similar, yet less present pattern. The following loop returns the original drum line, with a toy piano playing a frantic quick melody on top. In subsequent loops, pieces of the previous loops are added, until the song itself loops. At certain intervals a high tone is played multiple times and then stops.
Don't Flinch (Kettle)
Simply the initial drum loop, but muffled with added reverb to make it sound like it's playing from further away. Played when the player is near or at a Kettle containing one of the 4 levels that uses the track.
Don't Flinch is a clear instruction to the player to be careful. It is played in levels where a single wrong move could cause the player's death; falling in Splash the Block Party & Fly-Fishin' or mistiming a jump in Deadly Dance Hall—Jump, Jump! being key examples.