Music in Pikmin 2: Difference between revisions

Added table to bosses, for reader convenience.
(Added some I had missed. And enemy Pokos do not change the End of Day theme.)
(Added table to bosses, for reader convenience.)
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Most of the bosses in ''Pikmin 2'' share this common theme, which stays in the F [[wikipedia:Phrygian mode|phrygian]] and [[wikipedia:Aeolian mode|aeolian]] modes, with a high B♭ constantly voiced in violins. Its instrumentation is orchestral but very brass-heavy, with grand gestures usually occurring contrapuntally between high trumpets and low horns. A modal melody generally trying to stay in background to the fight is played in cellos, violas, and trumpets, with an organ-like sound providing subtle dissonant harmony not unlike the harmony of [https://www.youtube.com/watch?v=7TO0N4KxzPE the Airship theme of Super Mario Bros. 3]. The whole theme is in 5/8 time signature, pounded in by a bass drum and militaristic snare drum.  
Most of the bosses in ''Pikmin 2'' share this common theme, which stays in the F [[wikipedia:Phrygian mode|phrygian]] and [[wikipedia:Aeolian mode|aeolian]] modes, with a high B♭ constantly voiced in violins. Its instrumentation is orchestral but very brass-heavy, with grand gestures usually occurring contrapuntally between high trumpets and low horns. A modal melody generally trying to stay in background to the fight is played in cellos, violas, and trumpets, with an organ-like sound providing subtle dissonant harmony not unlike the harmony of [https://www.youtube.com/watch?v=7TO0N4KxzPE the Airship theme of Super Mario Bros. 3]. The whole theme is in 5/8 time signature, pounded in by a bass drum and militaristic snare drum.  


The common boss theme has various cues used to accent boss attacks and moves. After any of these cues are heard (besides the ending cue), the normal boss theme resets in a smooth transition. A table detailing which boss moves trigger which cues can be found [[Music#Pikmin 2 boss theme|here]].
The common boss theme has various cues used to accent boss attacks and moves. After any of these cues are heard (besides the ending cue), the normal boss theme resets in a smooth transition. This table details which boss moves trigger which cues in the theme.
{| class="wikitable"
! !! Attack preparation !! Long attack !! Short attack !! Special move
|-
! [[Empress Bulblax]]
| Shaking Pikmin off || Rolling || ||
|-
! [[Burrowing Snagret|Burrowing]] / [[Pileated Snagret]]
| || || Unearthing || Burrowing
|-
! [[Beady Long Legs]]
| || || || Shaking Pikmin off
|-
! [[Emperor Bulblax]]
| || || Tongue swiping || Jumping
|-
! [[Man-at-Legs]]
| || Firing || || Shaking Pikmin off
|-
! [[Ranging Bloyster]]
| || || Mouthpart swiping || Shaking Pikmin off
|-
! [[Segmented Crawbster]]
| || Rolling || || Swiping
|-
! [[Raging Long Legs]]
| Shaking Pikmin off || Stomping || ||
|}


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;''Group move'':
;''Group move'':
{{infobox track
|name=Group move
|link=
}}
Heard when the player directs Pikmin using [[group move]]. Like [[Music (Pikmin)#Minor jingles|the first game's group move jingle]], this jingle has a bugle call structure reminiscent of the [[wikipedia:Assembly (bugle call)|assembly call]]. However, unlike the first game, this jingle has three sections instead of two, and while the first section is tonal and coherent, the latter two sections take radical turns into atonal patterns. The end of the third section eventually brings the melodic line back to the beginning key, so that the loop can begin again. The current leader determines the key and instrument of the jingle. For [[Captain Olimar]], an oboe plays the jingle in E. For [[Louie]], a clarinet plays the jingle in G. For [[the President]], a low bassoon plays the jingle in F.
Heard when the player directs Pikmin using [[group move]]. Like [[Music (Pikmin)#Minor jingles|the first game's group move jingle]], this jingle has a bugle call structure reminiscent of the [[wikipedia:Assembly (bugle call)|assembly call]]. However, unlike the first game, this jingle has three sections instead of two, and while the first section is tonal and coherent, the latter two sections take radical turns into atonal patterns. The end of the third section eventually brings the melodic line back to the beginning key, so that the loop can begin again. The current leader determines the key and instrument of the jingle. For [[Captain Olimar]], an oboe plays the jingle in E. For [[Louie]], a clarinet plays the jingle in G. For [[the President]], a low bassoon plays the jingle in F.


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;''Monologue'':
;''Monologue'':
{{infobox track
|name=Monologue
|link=
}}
All monologues in the game are introduced with a four-note jingle of C♯, A, B, E. The key never changes, but depending on who is giving the monologue, the instrument playing the jingle changes. [[Olimar's notes]] and [[Olimar's journal]] begin with Olimar's instrument, the oboe. [[Louie's notes]] begin with a clarinet. The [[ship's dialogs]] and [[sales pitch]]es begin with a synthesized bell. [[Mail]] from the President or the [[Minor characters#The President's wife|the President's wife]] begins with bassoon. Any mail from [[Minor characters#Olimar's family|Olimar's family]] or [[Minor characters#Louie's family|Louie's family]] and any [[Mail#After debt repaid|spam mail]] begins with a sine-wave-like instrument.
All monologues in the game are introduced with a four-note jingle of C♯, A, B, E. The key never changes, but depending on who is giving the monologue, the instrument playing the jingle changes. [[Olimar's notes]] and [[Olimar's journal]] begin with Olimar's instrument, the oboe. [[Louie's notes]] begin with a clarinet. The [[ship's dialogs]] and [[sales pitch]]es begin with a synthesized bell. [[Mail]] from the President or the [[Minor characters#The President's wife|the President's wife]] begins with bassoon. Any mail from [[Minor characters#Olimar's family|Olimar's family]] or [[Minor characters#Louie's family|Louie's family]] and any [[Mail#After debt repaid|spam mail]] begins with a sine-wave-like instrument.


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'''Obstacle removed:'''
'''Obstacle removed:'''
{{infobox track
|name=Obstacle removed
|link=
}}
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music (Pikmin)#Minor jingles|the first game's obstacle jingle]] in that its structure resembles the [[wikipedia:Charge (fanfare)|charge fanfare]]. However, the last note is different from the previous game: it is a non-diatonic #4 scale degree, making the whole jingle sound odd and even comical, since the expected ending gets slightly bent.
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music (Pikmin)#Minor jingles|the first game's obstacle jingle]] in that its structure resembles the [[wikipedia:Charge (fanfare)|charge fanfare]]. However, the last note is different from the previous game: it is a non-diatonic #4 scale degree, making the whole jingle sound odd and even comical, since the expected ending gets slightly bent.


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'''Daytime chimes:'''
'''Daytime chimes:'''
{{infobox track
|name=Daytime chimes
|link=
}}
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound, to accent the significant amount of time that has passed. At noon, the handbell and a chime on tubular bells plays, rather like a church bell in a clock tower. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by Olimar's whistle sound and a tubular bell playing a chime similar to the ''[[wikipedia:Westminster Quarters|Westminster Quarters]]'' half-hour chime, which in Japanese schools represents the beginning or end of a period. The handbell sound also signals 30 increments left on the time meter in [[Challenge Mode]].
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound, to accent the significant amount of time that has passed. At noon, the handbell and a chime on tubular bells plays, rather like a church bell in a clock tower. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by Olimar's whistle sound and a tubular bell playing a chime similar to the ''[[wikipedia:Westminster Quarters|Westminster Quarters]]'' half-hour chime, which in Japanese schools represents the beginning or end of a period. The handbell sound also signals 30 increments left on the time meter in [[Challenge Mode]].


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'''Pellet Posy flower:'''
'''Pellet Posy flower:'''
{|
{|
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