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{{game icons|p2=y}}{{page title| Music in ''Pikmin 2''}}
{{page title| Music in ''Pikmin 2''}}
The '''music''' of [[Pikmin 2|''Pikmin 2'']] accompanies every mode of the game, from themes during gameplay to scores of cutscenes and menus, in order to provide a more engaging and focally directed experience. Generally, the textural style of the music reflects either the game's new mission from [[Hocotate]], the organic overworld of [[PNF-404]], or the specific visual theme of a [[cave]]; by vastly varying its unique instrumentations, register, and rhythms. During gameplay, each piece of music sets the mood for the particular environment, and adapts dynamically to what tasks Pikmin are carrying out, the identity and condition of the controlled [[leader]], and the time of [[day]]. Some tracks even adapt specifically to the actions of bosses. Between gameplay, pre-rendered cutscenes are scored with a large orchestra, and in-game cutscenes are scored with small ensembles. In general, compared with [[Music in Pikmin|the music of the previous game]], the soundtrack of ''Pikmin 2'' is less melodically driven, and more atmospheric, although this iteration of the game contains quite a few {{w|leitmotif}}s, or musical gestures that become associated with characters or ideas.
The '''music''' of [[Pikmin 2|''Pikmin 2'']] accompanies every mode of the game, from themes during gameplay to scores of cutscenes and menus, in order to provide a more engaging and focally directed experience. Generally, the textural style of the music reflects either the game's new mission from [[Hocotate]], the organic overworld of [[PNF-404]], or the specific visual theme of a [[cave]]; by vastly varying its unique instrumentations, register, and rhythms. During gameplay, each piece of music sets the mood for the particular environment, and adapts dynamically to what tasks Pikmin are carrying out, the identity and condition of the controlled [[leader]], and the time of [[day]]. Some tracks even adapt specifically to the actions of bosses. Between gameplay, pre-rendered cutscenes are scored with a large orchestra, and in-game cutscenes are scored with small ensembles. In general, compared with [[Music in Pikmin|the music of the previous game]], the soundtrack of ''Pikmin 2'' is less melodically driven, and more atmospheric, although this iteration of the game contains quite a few {{w|leitmotif}}s, or musical gestures that become associated with characters or ideas.


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Heard in the [[bonuses menu]]. This is a simple playful waltz played on {{w|Calliope (music)|steam calliope}}, an instrument that was usually reserved for circus acts or riverboats but could sometimes find itself at a theatre in the early 20th century. Eventually joined by bandoneon, electric bass, and a simple bass drum and snare kit, the tune becomes a sort of polka waltz. However, this polka section was probably not considered likely to be heard; not much time is spent in the Bonuses menu.
Heard in the [[bonuses menu]]. This is a simple playful waltz played on {{w|Calliope (music)|steam calliope}}, an instrument that was usually reserved for circus acts or riverboats but could sometimes find itself at a theatre in the early 20th century. Eventually joined by accordion, electric bass, and a simple bass drum and snare kit, the tune becomes a sort of polka waltz. However, this polka section was probably not considered likely to be heard; not much time is spent in the Bonuses menu.


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Heard after the opening cinema during a new game. This intro to PNF-404 begins with the Hocotatian motif as the ship flies in for a landing. The hits by tree branches are {{w|Mickey Mousing|Mickey-moused}}, or synced exactly with the music. Specifically, they are synced with strings playing {{w|Col legno|''col legno''}}, until a bell and chromatically descending flute match Louie's ejection from the ship. Chromatic oboe and xylophone score the struggle of the ship to regain balance, until it lands and the score ends on a whole-tone glissando from the harp, leaving the mood in limbo.
Heard after the opening cinema during a new game. This intro to PNF-404 begins with the Hocotatian motif as the ship flies in for a landing. The hits by tree branches are {{w|Mickey Mousing|Mickey-moused}}, or synced exactly with the music. Specifically, they are synced with strings playing {{w|Col legno|''col legno''}}, until a bell and chromatically descending flute match Louie's ejection from the ship. Chromatic english horn and xylophone score the struggle of the ship to regain balance, until it lands and the score ends on a whole-tone glissando from the harp, leaving the mood in limbo.


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Heard any time the ship gives information to the player unrelated to any recent discovery. This seems to be the cutscene score on which all other [[Ship's dialogs|ship dialog cutscene scores]] are based. The introduction during which the catalyst of the dialog occurs is a simple melody on xylophone, sometimes accompanied by hand percussion in cutscenes farther from the ship. After the introduction, time freezes and the ship begins explaining. During this time, a looping texture plays, since the dialog can last indefinitely. Simple, background pad instruments and electronic percussion (plus hand percussion like castanets) connect the ship's character to the dialog and to the lesson this cutscene teaches.
Heard any time the ship gives information to the player unrelated to any recent discovery. This seems to be the cutscene score on which all other [[Ship's dialogs|ship dialog cutscene scores]] are based. The introduction during which the catalyst of the dialog occurs is a simple melody on marimba, sometimes accompanied by hand percussion in cutscenes farther from the ship. After the introduction, time freezes and the ship begins explaining. During this time, a looping texture plays, since the dialog can last indefinitely. Simple, background pad instruments and electronic percussion (plus hand percussion like castanets) connect the ship's character to the dialog and to the lesson this cutscene teaches.


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Heard when a new type of Pikmin is discovered. This theme is quite multi-layered; it has marimba and trumpet playing a call and response of the ''Pikmin 2'' motif, underneath which a celeste and oboe play {{w|polyrhythm}}s. After all the instruments but the celeste relax into a held G major chord, the piece smoothly transitions to the same synthesized loop as the new Onion discovery cutscene (above), since the ship has begun its dialog.
Heard when a new type of Pikmin is discovered. This theme is quite multi-layered; it has marimba and trumpet playing a call and response of the ''Pikmin 2'' motif, underneath which a celeste and english horn play {{w|polyrhythm}}s. After all the instruments but the celeste relax into a held G major chord, the piece smoothly transitions to the same synthesized loop as the new Onion discovery cutscene (above), since the ship has begun its dialog.


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Heard whenever a normal [[treasure]] or the first [[Burgeoning Spiderwort|berry]] of one type is brought to the ship or [[Hocotate ship#Research pod|research pod]]. This little orchestral iteration of the Hocotate motif is heard the most out of any iteration. It is followed by a small and high xylophone gesture when the name of the treasure appears; this synchronization is broken if the cutscene is rushed by pressing {{button|gc|a|wii|a}}. Afterwards, another looping texture of synthesizers plays the main gesture of the end of day theme (below).
Heard whenever a normal [[treasure]] or the first [[Burgeoning Spiderwort|berry]] of one type is brought to the ship or [[Hocotate ship#Research pod|research pod]]. This little orchestral iteration of the Hocotate motif is heard the most out of any iteration. It is followed by a small and high vibraphone gesture when the name of the treasure appears; this synchronization is broken if the cutscene is rushed by pressing {{button|gc|a|wii|a}}. Afterwards, another looping texture of synthesizers plays the main gesture of the end of day theme (below).


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Heard at the end of a day on which no treasures have been collected. This skeleton of the end of day theme has a much less intense muted trumpet and accordion sharing the melody, and a xylophone handles the otherwise complex harmonies of the normal tune. The untuned percussion remains the same, however.
Heard at the end of a day on which no treasures have been collected. This skeleton of the end of day theme has a much less intense muted trumpet and accordion share the melody, and a marimba and bass extension (impossibly low) handle the otherwise complex harmonies of the normal tune. The untuned percussion remains the same, however.


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{{infobox track
{{infobox track
|name=Pikmin extinction
|name=Pikmin extinction
|internal=ff_annihi.w.32.c4.ast
|internal=annihi_dayend.w.32.c4.ast
|link=https://www.youtube.com/watch?v=rQUssISO_co&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=108
|link=https://www.youtube.com/watch?v=rQUssISO_co&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=108
|composer=Hajime Wakai
|composer=Hajime Wakai
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Heard at the automatic end of a day on which a [[Pikmin extinction]] has occurred or both leaders have [[Leader#Leader is down|fallen]]. A vibraphone and organ bass play the end of day theme over A minor, which devolves into a descending cello line and ending. The only percussion instruments in this version of the theme are a gong and one brief instance of clash cymbals.
Heard at the automatic end of a day on which a [[Pikmin extinction]] has occurred or both leaders have [[Leader#Leader is down|fallen]]. A vibraphone and organ bass play the end of day theme over A minor, which devolves into a descending cello line and ending. The only percussion instruments in this version of the theme are a soft {{w|Gong#Chau gong (Tam-tam)|tam-tam}} and one brief instance of clash cymbals.


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Heard when [[The Key]] is collected. This unique rendition of the treasure collection theme replaces the horns and woodwinds with a harpsichord and ringing bell, representing the large golden key itself.
Heard when [[The Key]] is collected. A unique rendition of the treasure collection theme replaces horns and woodwinds with a harpsichord and the dulcimer-esque instrument from the [[#Ultra-spicy spray|ultra-spicy spray theme]]. The strange unexpected sound of this theme reflects the strange unexpected effects of The Key.


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Caves often tend to include more purposely synthetic-sounding instruments, since the landscape is likewise more unfamiliar than general [[area]] terrain. Although instruments in cave themes may sound like a particular natural instrument, there are timbres that distinguish this instrument as synthesized. For example, the main instrument here mimics a trombone, but still has enough differences in attack and cutoff to be an independent sound. It should also be noted that the same tabla groove from "[[#Fire|Fire]]" is used here, but it is now an electronic sound. The bass tabla from the aforementioned song has been replaced by the same bass sound used in ''[[#Emergence Cave 2|Emergence Cave 2]]''.
Caves often tend to include more purposely synthetic-sounding instruments, since the landscape is likewise more unfamiliar than general [[area]] terrain. Although instruments in cave themes may sound like a particular natural instrument, there are timbres that distinguish this instrument as synthesized. For example, the main instrument here mimics a trombone, but still has enough differences in attack and cutoff to be an independent sound. It should also be noted that the same tabla groove from "[[#Fire|Fire]]" is used here, but it is now an electronic sound. The bass tabla from the aforementioned song has been replaced by the same bass sound used in ''[[#Emergence Cave 2|Emergence Cave 2]]''.


Strangely, the sample data for the trombone-like synthesizer is missing in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version. This same issue also occurs with the main instrument in ''[[#Flooded Stump|Flooded Stump]]''.
Strangely, the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]] completely lacks the samples for the lead synthesizer, leaving the song without a main melodic element. This same issue occurs with the ''[[#Flooded Stump|Flooded Stump]]'' theme, which similarly is missing a main instrument.


'''Instruments'''
'''Instruments'''
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'''Instruments'''
'''Instruments'''
*'''Main version''': '''[[Assets used in the Pikmin series#Expansion boards|Synthesized wind lead]]''', '''[https://www.youtube.com/watch?v=0BON1hkygaw davul]''', '''[https://www.youtube.com/watch?v=gjJ7EBjhh-s maman]''', fretless bass, and timpani (the side of the drum is struck).
*'''Main version''': '''Synthesized wind lead''', '''[https://www.youtube.com/watch?v=0BON1hkygaw davul]''', '''[https://www.youtube.com/watch?v=gjJ7EBjhh-s maman]''', fretless bass, and timpani (the side of the drum is struck).
*'''Enemy mix''': Bass clarinet.
*'''Enemy mix''': Bass clarinet.
*'''Combat mix''': '''Chime-like synthesizer''' and drum kit.
*'''Combat mix''': '''Chime-like synthesizer''' and drum kit.
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*'''Main version''': '''Medieval-style recorder''', '''harpsichord''', and harp.
*'''Main version''': '''Medieval-style recorder''', '''harpsichord''', and harp.
*'''Enemy mix''': Tuned steel shell.
*'''Enemy mix''': Tuned steel shell.
*'''Combat mix''': Native American drum, shaker and hand cymbals.
*'''Combat mix''': Native American drum, shaker and splash cymbal.
*'''Task mix''': [https://www.youtube.com/watch?v=gjJ7EBjhh-s Maman] and wood blocks.
*'''Task mix''': [https://www.youtube.com/watch?v=gjJ7EBjhh-s Maman] and wood blocks.
*'''Treasure mix''': '''Celeste'''.
*'''Treasure mix''': '''Celeste'''.
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This simple theme accompanies one particular layout with a wooden toy railroad. The theme itself sounds toylike, and takes a much more chipper, less atonal mood than other themes in the game, or even in the [[Glutton's Kitchen]]. The organ gestures are randomly selected, but each gesture is so similar that the general melody easily becomes recognizable.
This simple theme only plays in toy-based sublevels, particularly in one layout with a wooden toy railroad. The theme itself sounds toylike, and takes a much more chipper, less atonal mood than other themes in the game, or even in the [[Glutton's Kitchen]]. The organ gestures are randomly selected, but each gesture is so similar that the general melody easily becomes recognizable.


<nowiki>*</nowiki>A [https://www.youtube.com/watch?v=jba2WjhHZAM&list=PLwyW5mbdZMGP4hZDf_mvHbXZUA5wb0O3r&index=36 variation of this theme] plays exclusively on the fourth sublevel of the [[Glutton's Kitchen]], with the internal name <code>new_08_1.cnd</code>. This version replaces the bell sound effect with a rapidly oscillating FM sound that occasionally skips notes. This unique corruption upon the original theme effectively removes its strongest tie to the railroad motif, and instead scores the presence of the sublevel's looming [[Spotty Bulbear]].
<nowiki>*</nowiki>A [https://www.youtube.com/watch?v=jba2WjhHZAM&list=PLwyW5mbdZMGP4hZDf_mvHbXZUA5wb0O3r&index=36 variation of this theme] plays exclusively on the fourth sublevel of the [[Glutton's Kitchen]], with the internal name <code>new_08_1.cnd</code>. This version replaces the anvil sound effect with rapidly oscillating FM synth sample (not unlike a small vibrating spring). This new instrument plays from a larger range of randomly selected pitches, and may even occasionally skips notes.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''DX electronic organ''', '''{{w|Roland TR-808|TR-808}} congas''', and a '''panned railroad crossing bell''' (or an '''oscillating FM synth sample''' in the altered version).
*'''Main version''': '''DX electronic organ''', '''{{w|Roland TR-808|TR-808}} congas''', and a '''panned anvil sound''' (or an '''oscillating FM synth sample''' in the altered version).
*'''Enemy mix''': Jaw harp samples.
*'''Enemy mix''': Jaw harp samples.
*'''Combat mix''': {{w|Roland TR-808|TR-808}} snare rim click and hi-hat, and a kick drum from a {{w|Roland TR-909|TR-909}}.
*'''Combat mix''': {{w|Roland TR-808|TR-808}} snare rim click and hi-hat, and a kick drum from a {{w|Roland TR-909|TR-909}}.
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'''Instruments'''
'''Instruments'''
*'''Main version''': '''Modified bass piano samples''', '''hand cymbals''', '''baritone saxophone''', glassware clink, '''xylophone''', and an electric piano sample rising in pitch, resembling the sound made by a Pikmin ready to be [[throw]]n.
*'''Main version''': '''Modified bass piano samples''', '''splash cymbal''', '''baritone saxophone''', {{w|agogô}}, '''xylophone''', and an electric piano sample rising in pitch, resembling the sound made by a Pikmin ready to be [[throw]]n.
*'''Enemy mix''': Modified clavinet.
*'''Enemy mix''': Modified clavinet.
*'''Combat mix''': {{w|Roland TR-909|TR-909}} bass drum and {{w|Roland TR-808|TR-808}} hi-hat, playing slightly off-beat.
*'''Combat mix''': {{w|Roland TR-909|TR-909}} bass drum and {{w|Roland TR-808|TR-808}} hi-hat, playing slightly off-beat.
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This theme is very similar to "[[#Jellyfloat|Jellyfloat]]", with a mostly synthesized ensemble and an irregular time signature conveyed by one repeating gesture. Although the scenery of the sublevel, an underground submerged stump, does help this particular synthetic theme feel more organic. Two synthesized brass instruments are featured as the main randomized element of the piece. Both of them play in unison, one of them being detuned slightly, resulting in the chorus effect heard in-game. Interestingly, the tempo, drum kit, and tablas (along with their groove pattern) are identical to what's used in "[[#Fire|Fire]]". The shared instruments superimpose a 4/4 rhythm on the irregular gesture played by sine-waves.
This theme is very similar to "[[#Jellyfloat|Jellyfloat]]", with a mostly synthesized ensemble and an irregular time signature conveyed by one repeating gesture. Although the scenery of the sublevel, an underground submerged stump, does help this particular synthetic theme feel more organic. Two synthesized brass instruments are featured as the main randomized element of the piece. Both of them play in unison, one of them being detuned slightly, resulting in the chorus effect heard in-game. Interestingly, the tempo, drum kit, and tablas (along with their groove pattern) are identical to what's used in "[[#Fire|Fire]]". The shared instruments superimpose a 4/4 rhythm on the irregular gesture played by sine-waves.
Strangely, the sample data for the trombone-like synthesizer is missing in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version. This same issue also occurs with the main instrument in ''[[#Concrete 1|Concrete 1]]''.


'''Instruments'''
'''Instruments'''
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Heard when the opposing leader takes too much damage and falls. Dissonant muted trumpets play a frivolous version of the "leader down" gesture from the main game, again leading into the default march. Louie's damage victory is also swung.
Heard when the opposing leader takes too much damage and falls. Muted trumpet and a dissonant blast of trombone play a frivolous version of the "leader down" gesture from the main game, again leading into the default march. Louie's damage victory is also swung.


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Heard in the instance that both sides simultaneously lose all their Pikmin. A stripped-down version of the normal Pikmin extinction default theme plays on solo xylophone and bell cymbal. In this condition, both Pikmin chants are heard, although Louie's chant interestingly sounds more interrogative and soft-spoken.
Heard in the instance that both sides simultaneously lose all their Pikmin. A stripped-down version of the normal Pikmin extinction default theme plays on solo xylophone and tam-tam. In this condition, both Pikmin chants are heard, although Louie's chant interestingly sounds more interrogative and soft-spoken.


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Heard in the instance that both leaders take too much damage and fall. A stripped-down version of the normal leader damage default theme plays on xylophone, bell cymbal, and organ. In this condition, both Pikmin chants are heard, although Louie's chant interestingly sounds more interrogative and soft-spoken.
Heard in the instance that both leaders take too much damage and fall. A stripped-down version of the normal leader damage default theme plays on xylophone, tam-tam, and organ. In this condition, both Pikmin chants are heard, although Louie's chant interestingly sounds more interrogative and soft-spoken.


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;<span id="Swarm">''Swarm''</span>:
;<span id="Swarm">''Swarm''</span>:
Heard when the player directs Pikmin using [[swarm]]. Like [[Music in Pikmin#Swarm|the first game's swarm jingle]], this jingle has a bugle call structure reminiscent of the {{w|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]], a toy horn plays the jingle in E. For [[Louie]], a clarinet plays the jingle in G. For [[the President]], a bassoon plays the jingle in F.
Heard when the player directs Pikmin using [[swarm]]. Like [[Music in Pikmin#Swarm|the first game's swarm jingle]], this jingle has a bugle call structure reminiscent of the {{w|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]], a toy horn 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.


;<span id="Monolog">''Monolog''</span>:
;<span id="Monolog">''Monolog''</span>:
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== Enemy and combat mix causes ==
== Enemy and combat mix causes ==
As explained [[#Areas|above]], area and cave themes dynamically change according to several factors, like interaction with enemies. When the player is near an enemy, the "enemy mix" is added; the "combat mix" is only added when an enemy is performing specific actions or animations. This table explains the reasons for the combat mix, as well as extra notes about either the enemy mix or combat mix.{{cite youtube|yvSxqvDJ9bo|of a hacked game that better shows off the enemy and combat mix triggers for bosses}}
As explained [[#Areas|above]], area and cave themes dynamically change according to several factors, like interaction with enemies. In that case, there are two mixes: the "enemy" mix, that is usually much simpler and plays when the player is nearing an enemy, and the "combat" mix, which is much more diverse and will only play when enemies are performing certain actions or animations. This table explains the reasons for the combat mix, as well as extra notes about either the enemy mix or combat mix.{{cite youtube|yvSxqvDJ9bo|of a hacked game that better shows off the enemy and combat mix triggers for bosses}}


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Heard when visiting the level selection menu for any of the three different mini-game types. This theme is very similar to the music for the [[#Area selection|area selection menu]] in ''Pikmin 2'', sporting a droning bass instrument, and even a snare drum pattern identical to the one in the aforementioned theme. A rendition of this song with the instruments from ''Pikmin 2'' also appears in an obscure [https://youtu.be/-QYR86VMF4w?t=75 Japanese trailer] for the game.
Heard when visiting the level selection menu for any of the three different mini-game types. This theme is very similar to the music for the [[#Area selection|area selection menu]] in ''Pikmin 2'', sporting a droning bass instrument, and even a snare drum pattern identical to the one in the aforementioned theme. A rendition of this song with the instruments from ''Pikmin 2'' was also used in an obscure [https://youtu.be/-QYR86VMF4w?t=75 Japanese trailer] for the game.


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Heard in any of the "Plucking Pikmin" mini-games. This rendition of the [[#Challenge Mode menu|Challenge Mode menu theme]] is also fitting for the steady solving a puzzle. As there is no time limit, nor any uncertain danger from moving enemies, the music does not need to change its intensity in this instance either; a loss is usually the result of hasty planning from the player.
Heard in any of the "Plucking Pikmin" mini-games. This rendition of the [[#Challenge Mode menu|Challenge Mode menu theme]] is fitting for the slow and steady navigation of solving a puzzle. As there is no time limit nor any danger of moving enemies, the music does not need to change its intensity; a loss is usually the result of hasty planning from the player.


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Heard in any of the "Marching Pikmin" mini-games. Used here is a simpler rendition of the [[#Awakening Wood|Awakening Wood's theme]], once again depicting the commanding of ''Pikmin'', but in puzzle-like format. The e-Reader's simplified instrument set also helps portray these mini-games as non-serious.
Heard in any of the "Marching Pikmin" mini-games. Used here is a simpler rendition of the [[#Awakening Wood|Awakening Wood's theme]], once again depicting the commanding of ''Pikmin'', but in a puzzle-like format. The e-Reader's simplified instrument set also helps portray these mini-games as non-serious in this context.


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Heard in any of the "Connecting Pikmin" mini-games. Originally playing upon the snowy landscape, the complex progression of the [[#Valley of Repose|Valley of Repose's theme]] is repurposed to help convey some uncertainty regarding the Pikmin's safety, as the stages in these mini-games can contain wandering enemies.
Heard in any of the "Connecting Pikmin" mini-games. Originally playing upon the snowy landscape, the complex progression of the [[#Valley of Repose|Valley of Repose's theme]] is repurposed to help convey uncertainty of the Pikmin's safety, as the stages in this particular mini-game can contain wandering enemies.


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