Editing Music in Pikmin 2
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{{game icons|p2=y}} | {{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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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, | 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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*'''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 | *'''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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'''Instruments''' | '''Instruments''' | ||
*'''Main version''': '''Modified bass piano samples''', ''' | *'''Main version''': '''Modified bass piano samples''', '''splash cymbal''', '''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. | ||
*'''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. | ||
'''Instruments''' | '''Instruments''' | ||
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|header = y | |header = y | ||
}} | }} | ||
Heard when the opposing leader takes too much damage and falls. Dissonant | Heard when the opposing leader takes too much damage and falls. Dissonant Mmted 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. | ||
{{clear}} | {{clear}} |