Music in Pikmin 2: Difference between revisions

Added some I had missed. And enemy Pokos do not change the End of Day theme.
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(Added some I had missed. And enemy Pokos do not change the End of Day theme.)
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{{DISPLAYTITLE: Music (''Pikmin 2'')}}
{{DISPLAYTITLE: Music (''Pikmin 2'')}}


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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 (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 [[wikipedia:Leitmotif|leitmotifs]], 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 (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 [[wikipedia:Leitmotif|leitmotifs]], or musical gestures that become associated with characters or ideas.
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== Cutscenes ==
== Cutscenes ==
{{todo|Check whether enemies alone can count toward the best End of Day theme playing.}}
The cutscenes have widely different purposes and contexts, and so their scores have many different types of instruments and moods. The pre-rendered story cinemas of the game have a Hollywood-style sampled orchestra to score them, albeit not always using the full orchestra. In-game cutscenes have smaller ensembles with more specific or esoteric sounds to capture more specific moods and to subtly control the efficacy and meaning of the [[Hocotate ship]]'s monologues.
The cutscenes have widely different purposes and contexts, and so their scores have many different types of instruments and moods. The pre-rendered story cinemas of the game have a Hollywood-style sampled orchestra to score them, albeit not always using the full orchestra. In-game cutscenes have smaller ensembles with more specific or esoteric sounds to capture more specific moods and to subtly control the efficacy and meaning of the [[Hocotate ship]]'s monologues.


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Heard when the leader(s) and Pikmin return from a cave to the landing site. This quaint theme on pizzicato strings, DX electric piano, and muted cello presents a nice transition and reintroduction of the overworld, while its plagal cadence assures the player of the group's safety as they land unscathed.
Heard when the leader(s) and Pikmin return from a cave to the landing site. This quaint theme on pizzicato strings, DX electric piano, and muted cello presents a nice transition and reintroduction of the overworld, while its plagal cadence assures the player of the group's safety as they land unscathed.
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;''Emergence Cave exited'':
{{infobox track
|name=Emergence Cave exited
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/077-returned-on-the-surface-after-emergence-cave-.mp3
}}
Heard when the leader(s) and Pikmin successfully return from the [[Emergence Cave]] for the first time. This unique explanation theme takes on a celebratory mood, with a small scalar buildup in strings to a resounding G major chord with guitar and tubular bells. The following looped texture highlights a gesture from the main theme, as mellow strings mold diatonic harmonies around it. This is the rarest of the [[Ship's dialogs|ship's dialog]] themes.


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Heard in a cinema unlocked when every challenge in [[Challenge Mode (Pikmin 2)|Challenge Mode]] is perfectly completed. This score is exactly the [[Cutscene#Attraction mode|attraction mode]] theme from [[Pikmin (game)|the first game]]. This choice is comical because although [[Cutscene#Louie's dark secret|Louie's dark secret is rather vexing]], the music is cheerful and simplistic, which makes the whole cinema appear jocular or even teasing.
Heard in a cinema unlocked when every challenge in [[Challenge Mode (Pikmin 2)|Challenge Mode]] is perfectly completed. This score is exactly the [[Cutscene#Attraction mode|attraction mode]] theme from [[Pikmin (game)|the first game]]. This choice is comical because although [[Cutscene#Louie's dark secret|Louie's dark secret is rather vexing]], the music is cheerful and simplistic, which makes the whole cinema appear jocular or even teasing.
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;''Challenge Mode intro'':
{{infobox track
|name=Challenge Mode intro
|link=https://www.youtube.com/watch?v=hVH6_H9jRUU&index=153&list=PL8270A5CCBAE70F4B
}}
Heard in the few seconds before a [[Challenge Mode]] stage begins. This small but very abstract electronic sound is designed to build the tension and excitement for a new challenge. In the background, a heartbeat-like sound can be heard. The final sub-drop at the end of the sound synchronizes to the "Go!" message when gameplay begins.
;''Time up (Challenge Mode)'':
{{infobox track
|name=Time up (Challenge Mode)
|link=https://www.youtube.com/watch?v=ZtdovSsqA6U&list=PL8270A5CCBAE70F4B&index=155
}}
Heard when time runs out in a Challenge Mode stage. This small jingle features two synthesized noises: one plays an altered minor cadence to accent the "Time Up" message; the other echoes this gesture in a loop afterwards. However, the game immediately returns to the Challenge Mode menu after the message is displayed, so this second loop is left unheard.


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This area has no [[Burgeoning Spiderwort]]s, so there is no Spiderwort mix.
This area has no [[Burgeoning Spiderwort]]s, so there is no Spiderwort mix.
At the beginning of the first day, no music plays in the area. After [[Louie]] first plucks a [[Red Pikmin]], the area theme plays, but as Olimar's sunset version (independent of leader). After the two leaders are reunited, the main theme plays as normal and switches depending on leader.


=== Awakening Wood ===
=== Awakening Wood ===
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;''Group Move'':
;''Group move'':
{{infobox track
{{infobox track
|name=Group Move
|name=Group move
|link=
|link=
}}
}}
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'''Obstacle Removed:'''
'''Obstacle removed:'''
{{infobox track
{{infobox track
|name=Obstacle Removed
|name=Obstacle removed
|link=
|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:'''
{{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]].


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