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Music in Hey! Pikmin

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The leaf texture used in Pikmin 2<span class="nowrap" style="padding-left:0.1em;">&#39;s</span> Challenge Mode menu. (Used on Pikipedia in the &#123;&#123;stub&#125;&#125; template.)

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Almost all moments of Hey! Pikmin have some accompanying music to set the mood of the situation, from the menu the player is using to the cutscene they are watching to the area they are navigating through. The soundtrack for Hey! Pikmin was composed by Masato Kouda and Kento Hasegawa.

Menus[edit]

Title screen
External links
Internal name BGM_02_title.dspadpcm.bcstm
Title screen

Plays in the title screen and saved game selection menu. This theme presents an ethereal electronic atmosphere, somewhat similar to The Distant Spring's theme from Pikmin. After some time, the synthesizers are joined by a harp ostinato and some simple hand percussion.

Sector selection
External links
Internal name BGM_04_world_select.dspadpcm.bcstm
Sector selection

Plays in the sector selection menu, where the player spins the planet around and chooses which sector to go to. This theme draws on grand orchestral styles, opening with a strong melody on French horn, to emphasize the grand scale of the adventure across the planet, but it also features a constant layer of electronic sound effects, as if the sounds of the S.S. Dolphin II are playing in the background.

Brilliant Garden area selection
External links
Internal name BGM_05_W1_course_select.dspadpcm.bcstm
Brilliant Garden area selection

Plays in the Brilliant Garden's area selection menu, where the player can pick which area of the sector to play in. This wistful theme uses instruments with cute tone colors such as flute, xylophone, and harp to introduce the upcoming adventure in a peaceful way.

Verdant Waterfront area selection
External links
Internal name BGM_06_W2_course_select.dspadpcm.bcstm
Verdant Waterfront area selection

Plays in the Verdant Waterfront's area selection menu, where the player can pick which area of the sector to play in. A strong intro sets up this theme's firm rhythmic style. A simple melody is then exchanged between xylophone and a twangy plucked string instrument over a solid E chord. Later in the loop, dissonant scales in the background (very similar to those in the underground back side theme) change the feel considerably.

Sparkling Labyrinth area selection
External links
Internal name BGM_07_W3_course_select.dspadpcm.bcstm
Sparkling Labyrinth area selection

Plays in the Sparkling Labyrinth's area selection menu, where the player can pick which area of the sector to play in. This piece contains 3 distinct segments that are very different in style. The main thing holding them together is the steel drum, which is a fitting instrument for this sector's crystal theme.

Ravaged Rustworks area selection
External links
Internal name BGM_08__4_course_select.dspadpcm.bcstm
Ravaged Rustworks area selection

Plays in the Ravaged Rustworks's area selection menu, where the player can pick which area of the sector to play in. This theme is a lush bossa nova, with a melody played by raindrop-like and whistle-like synthesizers, and guitar and strings providing a jazzy background.

Leafswirl Lagoon area selection
External links
Internal name BGM_09__5_course_select.dspadpcm.bcstm
Leafswirl Lagoon area selection

Plays in the Leafswirl Lagoon's area selection menu, where the player can pick which area of the sector to play in. This beautiful theme in 3/4 time includes a calm melody played by 2 flutes over a simple guitar line, and later a second section with a similar melody played by an accordion over a more full-sounding background. The resulting theme is fitting for an autumn landscape.

Sweltering Parchlands area selection
External links
Internal name BGM_10__6_course_select.dspadpcm.bcstm
Sweltering Parchlands area selection

Plays in the Sweltering Parchlands's area selection menu, where the player can pick which area of the sector to play in. Compared to the earlier area selection themes, this one is much more synthetic, and contains more of an uncertain feel around it. A hopeful-sounding melody is undermined by higher-pitched synthesizers playing at odd times.

Snowfall Field area selection
External links
Internal name BGM_11__7_course_select.dspadpcm.bcstm
Snowfall Field area selection

Plays in the Snowfall Field's area selection menu, where the player can pick which area of the sector to play in. This theme creates a snowy feeling without the use of sleigh bells, which is cleverly done with a mix of staccato notes and swelling long notes played on xylophone and strings, with plenty of space in between. The second half of the piece may be a reference to The Forest of Hope's theme from Pikmin.

Lushlife Murk area selection
External links
Internal name BGM_12__8_course_select.dspadpcm.bcstm
Lushlife Murk area selection

Plays in the Lushlife Murk's area selection menu, where the player can pick which area of the sector to play in. This theme's strange synthesized sounds (plus a marimba) complement the poisonous swamp theme of the sector, without sounding too negative. The game may be nearing its end, but optimism remains.

Results
External links
Internal name BGM_43_result.dspadpcm.bcstm
Results

Plays in the area results menu, when an area is cleared and the gathered Sparklium is tallied.

Logs
External links
Internal name BGM_69_zukan_kyotu.dspadpcm.bcstm
Logs

Plays during the Hey! Pikmin logs menu.

Pikmin Park
External links
Internal name BGM_79_pikmin_hiroba.dspadpcm.bcstm
Pikmin Park

Plays during the Pikmin Park.

Secret Spot results
External links
Internal name BGM_78_kirakira_no_izumi_result.dspadpcm.bcstm
Secret Spot results

Plays during the results screen of a Secret Spot, where the collected pellet or treasure is shown. This short loop moves between simple piano chords which are colored by a synth arpeggio playing the notes of the chord a fifth above. The resulting theme is more reflective than celebratory.

Sparklium Springs results
External links
Internal name BGM_83_kirakira_no_izumi_after.dspadpcm.bcstm
Sparklium Springs results

Plays during the results screen of a Sparklium Springs level, where the collected Sparklium is tallied up. This theme is the same as the Secret Spot results theme, but transposed up a minor third, and with a bright synth melody added. This creates a slightly more exciting texture.

Try again?
External links
Internal name BGM_67_game_over.dspadpcm.bcstm
Try again?

Plays during the game over screen of a standard area, where the player can choose to retry the stage or return to the area selection menu of the sector they are on. This also includes the segment with the brief cutscene showing Captain Olimar being beamed up to the S.S. Dolphin II.

Secret Spot try again?
External links
Internal name BGM_87_minigame_failure_result.dspadpcm.bcstm
Secret Spot try again?

Plays during the "Try again?" menu of a Secret Spot, where the player can choose to retry the challenge or return to the area selection menu of the sector they are on. This can happen by letting Olimar be killed.

Options
External links
Internal name BGM_82_option.dspadpcm.bcstm
Options

Plays during the options menu. If the player adjusts the music volume, the effect takes place right away, so the player can use this song to figure out how loud the music volume is.

Cutscenes[edit]

Prologue - space
External links
Internal name ev_op.dspadpcm.bcstm
Prologue - space

Plays during the prologue cutscene where Captain Olimar is flying through space. Ends before the crash-landing cutscene.

Prologue - crash landing
External links
Internal name ev_prologue.dspadpcm.bcstm
Prologue - crash landing

Plays during the prologue cutscene where the S.S. Dolphin II crashes into the planet.

Inside the S.S. Dolphin II - news
External links
Internal name BGM_62_million_kira_clear.dspadpcm.bcstm
Inside the S.S. Dolphin II - news

Plays during most of the S.S. Dolphin II update cutscenes, for all scenes that aren't the ship talking about having discovered a boss battle area, since the Inside the S.S. Dolphin II - boss found track plays in those ones.

Inside the S.S. Dolphin II - boss found
External links
Internal name BGM_90_ev_battle.dspadpcm.bcstm
Inside the S.S. Dolphin II - boss found

Plays during the S.S. Dolphin II update cutscenes where the ship reveals that it found a boss battle area.

Red Bulborb introduction
External links
Internal name se_ev_boss_01.dspadpcm.bcstm
Red Bulborb introduction

Plays during the Red Bulborb's introduction cutscene at The Shadow in the Brush.

Long Water Dumple introduction
External links
Internal name se_ev_boss_02.dspadpcm.bcstm
Long Water Dumple introduction

Plays during the Long Water Dumple's introduction cutscene at The Keeper of the Lake.

Armurk introduction
External links
Internal name se_ev_boss_03.dspadpcm.bcstm
Armurk introduction

Plays during the Armurk's introduction cutscene at Subterranean Tyrant.

Electric Cottonade introduction
External links
Internal name se_ev_boss_04.dspadpcm.bcstm
Electric Cottonade introduction

Plays during the Electric Cottonade's introduction cutscene at Flashes of Fear.

Queen Shearwig introduction
External links
Internal name se_ev_boss_05.dspadpcm.bcstm
Queen Shearwig introduction

Plays during the Queen Shearwig's introduction cutscene at Troop Commander.

Fiery Blowhog introduction
External links
Internal name se_ev_boss_06.dspadpcm.bcstm
Fiery Blowhog introduction

Plays during the Fiery Blowhog's introduction cutscene at Blazing Winds.

Luring Slurker introduction
External links
Internal name se_ev_boss_07.dspadpcm.bcstm
Luring Slurker introduction

Plays during the Luring Slurker's introduction cutscene at Cold-Hearted Guardian.

Emperor Bulblax introduction
External links
Internal name se_ev_boss_08.dspadpcm.bcstm
Emperor Bulblax introduction

Plays during the Emperor Bulblax's introduction cutscene at The Last Lair.

Berserk Leech Hydroe buried form introduction
External links
Internal name se_ev_boss_09_appear.dspadpcm.bcstm
Berserk Leech Hydroe buried form introduction

Plays during the Berserk Leech Hydroe's introduction cutscene at Fragment of Hope.

Berserk Leech Hydroe quadruped form introduction
External links
Internal name se_ev_boss_09_1_2.dspadpcm.bcstm
Berserk Leech Hydroe quadruped form introduction

Plays during the Berserk Leech Hydroe's buried-to-quadruped form cutscene at Fragment of Hope.

Berserk Leech Hydroe winged form introduction
External links
Internal name se_ev_boss_09_2_3.dspadpcm.bcstm
Berserk Leech Hydroe winged form introduction

Plays during the Berserk Leech Hydroe's quadruped-to-winged form cutscene at Fragment of Hope.

Berserk Leech Hydroe defeated
External links
Internal name se_ev_boss_09_gekiha.dspadpcm.bcstm
Berserk Leech Hydroe defeated

Plays during the Berserk Leech Hydroe's defeat cutscene, including the Leech Hydroe's encounter and the triumphant collection of the Sparklium Converter.

Epilogue - goodbye
External links
Internal name ev_ed.dspadpcm.bcstm
Epilogue - goodbye

Plays during the epilogue cutscene where Captain Olimar says his goodbyes to the Pikmin. This theme is based on the sector selection theme.

Epilogue - space
External links
Internal name ev_epilogue.dspadpcm.bcstm
Epilogue - space

Plays during the epilogue cutscene where Captain Olimar returns to Hocotate in the S.S. Dolphin II. Part of this theme is based on the sector selection theme.

Staff roll
External links
Internal name BGM_27_staffroll.dspadpcm.bcstm
Staff roll

Plays during the credits sequence.

Areas[edit]

Unlike in previous Pikmin games, the music in areas does not change dynamically based on what is happening in the game, and is constant throughout each scene of gameplay. However, most areas have 2 themes: one for the front side, and one for the back side, with one version fading out and the other version fading in when a doorway is entered. Front side themes are the primary themes of the areas, and contain diverse musical textures. In contrast, back side themes are much more sparse and ambient, and are only loosely based on the corresponding front side theme.

Brilliant Garden area
External links
Internal name BGM_14_W1_course_head.dspadpcm.bcstm
Brilliant Garden area

Plays during the "front" side of most areas in the Brilliant Garden: First Expedition, Mushroom Valley, Back-and-Forth Road, and Cherrystone Pass. It also plays during the tutorial area after the crash-landing.

Brilliant Garden area - back side
External links
Internal name BGM_15_dungeon_a.dspadpcm.bcstm
Brilliant Garden area - back side

Plays during the same areas as Brilliant Garden area, but during the "back side", accessible by entering a doorway.

Verdant Waterfront area
External links
Internal name BGM_16_W2_course_head.dspadpcm.bcstm
Verdant Waterfront area

Plays during the "front" side of most areas in the Verdant Waterfront: Foaming Lake, The Shallow End, and Treacherous Currents.

Verdant Waterfront area - back side
External links
Internal name BGM_17_W2_course_back.dspadpcm.bcstm
Verdant Waterfront area - back side

Plays during the same areas as Verdant Waterfront area, but during the "back side", accessible by entering a doorway.

Sparkling Labyrinth area
External links
Internal name BGM_18_W3_course_head.dspadpcm.bcstm
Sparkling Labyrinth area

Plays during the "front" side of most areas in the Sparkling Labyrinth: Crystal Tunnels, Echo Cavern, and The Burning Sky.

Sparkling Labyrinth area - back side
External links
Internal name BGM_19_W3_course_back.dspadpcm.bcstm
Sparkling Labyrinth area - back side

Plays during the same areas as Sparkling Labyrinth area, but during the "back side", accessible by entering a doorway.

Ravaged Rustworks area
External links
Internal name BGM_20_W4_course_head.dspadpcm.bcstm
Ravaged Rustworks area

Plays during the "front" side of most areas in the Ravaged Rustworks: The Lonely Tower, Steel Pipe Forest, and Pollution Pool.

Ravaged Rustworks area - back side
External links
Internal name BGM_21_W4_course_back.dspadpcm.bcstm
Ravaged Rustworks area - back side

Plays during the same areas as Ravaged Rustworks area, but during the "back side", accessible by entering a doorway.

Leafswirl Lagoon area
External links
Internal name BGM_22__5_course_head.dspadpcm.bcstm
Leafswirl Lagoon area

Plays during the "front" side of the following areas in the Leafswirl Lagoon: Fragrant Forest, Downpour Thicket, and Gale-Force Glen.

Leafswirl Lagoon area - back side
External links
Internal name BGM_23__5_course_back.dspadpcm.bcstm
Leafswirl Lagoon area - back side

Plays during the same areas as Leafswirl Lagoon area, but during the "back side", accessible by entering a doorway.

Leafswirl Lagoon area 2
External links
Internal name BGM_32_special_course_2_head.dspadpcm.bcstm
Leafswirl Lagoon area 2

Plays during the "front" side of the following areas in the Leafswirl Lagoon: Valley of the Breeze, Bed of Fallen Leaves.

Leafswirl Lagoon area 2 - back side
External links
Internal name BGM_33_special_course_2_back.dspadpcm.bcstm
Leafswirl Lagoon area 2 - back side

Plays during the same areas as Leafswirl Lagoon area 2, but during the "back side", accessible by entering a doorway.

Sweltering Parchlands area
External links
Internal name BGM_24_W6_course_head.dspadpcm.bcstm
Sweltering Parchlands area

Plays during the "front" side of the following areas in the Sweltering Parchlands: Charred Plains and Barriers of Flame.

Sweltering Parchlands area - back side
External links
Internal name BGM_25_W6_course_back.dspadpcm.bcstm
Sweltering Parchlands area - back side

Plays during the same areas as Sweltering Parchlands area, but during the "back side", accessible by entering a doorway.

Snowfall Field area
External links
Internal name BGM_26_W7_course_head.dspadpcm.bcstm
Snowfall Field area

Plays during the "front" side of the following areas in the Snowfall Field: Freezing Wasteland and Frozen Hazard.

Snowfall Field area - back side
External links
Internal name BGM_27_W7_course_back.dspadpcm.bcstm
Snowfall Field area - back side

Plays during the same areas as Snowfall Field area, but during the "back side", accessible by entering a doorway.

Lushlife Murk area
External links
Internal name BGM_28__8_course_head.dspadpcm.bcstm
Lushlife Murk area

Plays during the "front" side of most areas in the Lushlife Murk: Scourge of the Skies, Septic Swamp, and Burning Bog.

Lushlife Murk area - back side
External links
Internal name BGM_29__8_course_back.dspadpcm.bcstm
Lushlife Murk area - back side

Plays during the same areas as Lushlife Murk area, but during the "back side", accessible by entering a doorway.

Underground area
External links
Internal name BGM_30_special_course_1_head.dspadpcm.bcstm
Underground area

Plays during the "front side" of most areas that take place underground: Cavern of Confusion, Serene Stream, Glowing Bloom Pond, Springpetal Cave, The Hollow Sky, Space of Silence, Drenchnozzle Den, Lights in the Darkness, Terror Trench, Below the Ice, Ordeal of Flame, and Peculiar Rockfall.

Underground area - back side
External links
Internal name BGM_31_special_course_1_back.dspadpcm.bcstm
Underground area - back side

Plays during the same areas as Underground area, but during the "back side", accessible by entering a doorway.

Sizzling Precipice
External links
Internal name BGM_34_special_course_3_head.dspadpcm.bcstm
Sizzling Precipice

Plays during the "front side" of the Sizzling Precipice.

Sizzling Precipice - back side
External links
Internal name BGM_35_special_course_3_back.dspadpcm.bcstm
Sizzling Precipice - back side

Plays during the "back side" of the Sizzling Precipice, accessible by entering a doorway.

Over Wintry Mountains
External links
Internal name BGM_36_special_course_4_head.dspadpcm.bcstm
Over Wintry Mountains

Plays during Over Wintry Mountains. This track appears in Super Smash Bros. Ultimate, and is called such in that game.

Olimar's Madcap Ride
External links
Internal name BGM_38_special_course_5_head.dspadpcm.bcstm
Olimar's Madcap Ride

Plays during Olimar's Madcap Ride.

Before a boss battle
External links
Internal name BGM_44_boss_before.dspadpcm.bcstm
Before a boss battle

Plays in all boss battle areas, including Fragment of Hope, in the section that takes place before the boss is actually encountered and fought. The player is unlikely to hear this theme for more than a few seconds, but even right at the start, tense string chords and dissonant xylophone arpeggios set a strong theme of tension. Later on, there are some unexpected harmonic shifts in an exchange between the strings and a bassoon.

Secret Spot
External links
Internal name BGM_72_amiibo_minigame_kyotsu.dspadpcm.bcstm
Secret Spot

Plays during a Secret Spot. This theme encourages completing the puzzle as quickly as possible, through creating constantly rising tension. This is done with lots of chromaticism, as the most common chord movement is a semitone rise upwards, and almost every part has plenty of contrast between neighboring notes. This reaches a climax when the piece breaks its pattern of chord resolution to modulate to a higher key, accompanied by a change to brighter synthesizer tones.

Sparklium Springs
External links
Internal name BGM_76_kirakira_no_izumi_kyotsu.dspadpcm.bcstm
Sparklium Springs

Plays during a Sparklium Springs area. This incredibly synthesizer-dominated piece uses many different electronic sounds and fast rhythms to create an exciting texture that fits the minigame well. The pop-style chords and melodies leave no time for hesitation or reflection – the goal is to get the Sparklium as quickly as possible.

Boss battles[edit]

The Shadow in the Brush
External links
Internal name BGM_46_boss_stg1.dspadpcm.bcstm
The Shadow in the Brush

Plays during the fight against the Bulborb.

The Keeper of the Lake
External links
Internal name BGM_89_boss_stg2.dspadpcm.bcstm
The Keeper of the Lake

Plays during the fight against the Long Water Dumple. This track appears in Super Smash Bros. Ultimate, and is called such in that game.

Subterranean Tyrant
External links
Internal name BGM_90_boss_stg3.dspadpcm.bcstm
Subterranean Tyrant

Plays during the fight against the Armurk.

Flashes of Fear
External links
Internal name BGM_103_boss_stg4.dspadpcm.bcstm
Flashes of Fear

Plays during the fight against the Electric Cottonade. This track appears in Super Smash Bros. Ultimate, and is called such in that game.

Troop Commander
External links
Internal name BGM_104_boss_stg5.dspadpcm.bcstm
Troop Commander

Plays during the fight against the Queen Shearwig.

Blazing Winds
External links
Internal name BGM_105_boss_stg6.dspadpcm.bcstm
Blazing Winds

Plays during the fight against the Fiery Blowhog.

Cold-Hearted Guardian
External links
Internal name BGM_106_boss_stg7.dspadpcm.bcstm
Cold-Hearted Guardian

Plays during the fight against the Luring Slurker.

The Last Lair
External links
Internal name BGM_107_boss_stg8.dspadpcm.bcstm
The Last Lair

Plays during the fight against the Emperor Bulblax.

Fragment of Hope - buried form
External links
Internal name BGM_108_boss_stg9_1.dspadpcm.bcstm
Fragment of Hope - buried form

Plays during the fight against the Berserk Leech Hydroe during its buried form.

Fragment of Hope - quadruped form
External links
Internal name BGM_109_boss_stg9_2.dspadpcm.bcstm
Fragment of Hope - quadruped form

Plays during the fight against the Berserk Leech Hydroe during its quadruped form.

Fragment of Hope
External links
Internal name BGM_110_boss_stg9_3.dspadpcm.bcstm
Fragment of Hope

Plays during the fight against the Berserk Leech Hydroe during its winged form. This track appears in Super Smash Bros. Ultimate, and is called such in that game.

Minor jingles[edit]

Home Menu jingle
External links
Internal name BGM_68_homemenu_title.dspadpcm.bcstm
Home Menu jingle

Plays when the player selects the game from the Nintendo 3DS's Home Menu. This is a shortened version of the main melody of the Brilliant Garden's theme.

Area start
External links
Internal name BGM_13_course_start.dspadpcm.bcstm
Area start

Plays at each area start's cutscene, when the S.S. Dolphin II's pod drops Captain Olimar off. This takes place after the loading screen, and before the player takes control of Olimar.

Area clear
External links
Internal name BGM_41_jingle_goal.dspadpcm.bcstm
Area clear

Plays during the cutscene at the exit of each area, where the S.S. Dolphin II's pod beams up Captain Olimar and whatever Pikmin he brought along.

Boss defeated
External links
Internal name BGM_49_boss_defeat.dspadpcm.bcstm
Boss defeated

Plays during the cutscene that takes place when the player collects a treasure (or Sparklium Seed) dropped by a boss, and the S.S. Dolphin II's pod beams up Captain Olimar, any living Pikmin, and the treasure. The exception is the Emperor Bulblax, since Emperor Bulblax defeated plays in that case.

Emperor Bulblax defeated
External links
Internal name BGM_81_boss_8_clear.dspadpcm.bcstm
Emperor Bulblax defeated

Plays in the same context as Boss defeated, but exclusively in The Last Lair.

Olimar is down
External links
Internal name BGM_66_miss.dspadpcm.bcstm
Olimar is down

Plays when Captain Olimar loses all of his health and the screen fades to black, in a regular area.

Log category complete
External links
Internal name BGM_70_zukan_complete.dspadpcm.bcstm
Log category complete

Plays during the area results menu if a notification about a log category being completed shows up. This jingle cuts off the Results theme, and when it's over, the latter continues.

Secret Spot start
External links
Internal name BGM_71_amiibo_minigame_start.dspadpcm.bcstm
Secret Spot start

Plays when a Secret Spot level is introduced, after the loading screen, and before the "Start!" message. The arpeggiated chords and scales in the jingle effectively state to the player that a puzzle is about to occur.

Secret Spot cleared
External links
Internal name BGM_73_amiibo_minigame_clear.dspadpcm.bcstm
Secret Spot cleared

Plays during the short cutscene where Captain Olimar and the Pikmin celebrate having collected the pellet or amiibo treasure at a Secret Spot. This simple fanfare with a simple G-A-B chord progression features an interesting synthesizer tone playing a short melody.

Secret Spot Olimar is down
External links
Internal name BGM_74_amiibo_minigame_failure.dspadpcm.bcstm
Secret Spot Olimar is down

Plays when Captain Olimar loses all of his health and the screen fades to black, in a Secret Spot. Using instruments commonly associated with sad musical themes, this jingle sets up a chord resolution and then doesn't resolve it, to emphasize the failure of Olimar.

Sparklium Springs start
External links
Internal name BGM_75_kirakira_no_izumi_start.dspadpcm.bcstm
Sparklium Springs start

Plays when a Sparklium Springs challenge starts, after the loading screen, and before the "Ready..." message. This unusual-sounding fanfare features bright synthesizer tones reminiscent of those in the main Sparklium Springs theme, playing a sequence of quite diverse chords.

Sparklium Springs cleared
External links
Internal name BGM_77_kirakira_no_izumi_end.dspadpcm.bcstm
Sparklium Springs cleared

Plays during the short cutscene where Captain Olimar and the Pikmin celebrate having finished a Sparklium Springs challenge. This is a very traditional video game fanfare, featuring brass instruments playing ascending chords and a harp playing glissandi.

Pikmin Park Sparklium
External links
Internal name BGM_85_jingle_kira_get.dspadpcm.bcstm
Pikmin Park Sparklium

Plays when the player finds a stash of Sparklium Seeds at the Pikmin Park, whether it's from cleaning up a piece of clutter or by having found it in the open after everything is clean.

Pikmin Park treasure
External links
Internal name BGM_86_jingle_otakara_get.dspadpcm.bcstm
Pikmin Park treasure

Plays when the player finds a treasure at the Pikmin Park.

See also[edit]