Music in Pikmin 3: Difference between revisions

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==Areas==
==Areas==
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Like the previous games, ''Pikmin 3'' has dynamic themes for its areas. Depending on certain parameters of in-game events, different mixes or versions of the theme play. These parameters are:
*'''Enemy mix:''' If a leader or Pikmin are within the detection of an [[enemy]], an intense percussion track will be added to the mix, always containing timpani, crash cymbals, and a collection of bells like cowbells. Sometimes a snare drum is included.
*'''Task mix:''' If Pikmin are performing a task to overcome an [[obstacle]], such as destroying a [[gate]] or carrying [[Bridge#Fragment|fragments]], a unique complement to the music will be added, normally covering a lower register.
*'''Carrying mix:''' If Pikmin are carrying anything (including [[pellets]] and enemy corpses), a unique complement to the music will be added, normally covering a higher register.
*'''Afternoon version:''' The theme that plays at the beginning of the day is considered by this article to be the normal theme of the area. As the [[HUD#Sun Meter|Sun Meter]] reads noon, the music fades out for the bell chime and then comes back in with a new intro. Usually, the theme is the same before and after noon, but for the [[Garden of Hope]], the two are different.
*'''Sunset version:''' Once the [[HUD]] warns the player to collect all stray Pikmin before [[Day#Sunset|sunset]], the music changes to a thinner, calmer remix of ''part'' of the original theme. This completely replaces the original theme, and does not feature any of its own enemy, task, and carrying mixes, unlike the sunset themes in the previous games.
*'''Weather version:''' If it is raining in an area besides the [[Formidable Oak]], a special theme will play with its own enemy, task, and carrying mixes. If it is snowing in the [[Distant Tundra]], a different version of the theme will play.
 
A new feature of ''Pikmin 3'' is that these parameters are global; the active leader does not need to be nearby a gameplay event for it to trigger a musical adaptation. This actually makes music a helpful gameplay element, for example alerting the player as to when Pikmin not on screen are in danger with the enemy mix. Also, when the active leader is [[hiding]], the music will fade out.
 
It should be noted that, unlike in the articles for the previous games' soundtracks, there is no instrument listed in bold. This is because the area themes in this game are very atmospheric; either many instruments take different parts of the melody or the melody is not clearly defined.


===Alph's Crash Site===
===Alph's Crash Site===
{{infobox track
|name=Alph's Crash Site
|link=https://www.youtube.com/watch?v=xCWUHYS1a3g&index=5&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
}}
As [[Alph]] first discovers [[Red Pikmin]], this music plays over the basic tutorial of Pikmin gameplay. The melody is simple and scalar and the toy piano sound adds to its toy-like mood, suggesting humble beginnings, even infancy. The elements in the level are expertly arranged so that the music develops in a satisfying way, which may somewhat aid the understanding of gameplay.
'''Instruments'''
*'''Main version''': Piccolo, clarinets, glockenspiel, muted [[wikipedia:Almglocken|almglocken]], toy piano, detuned melodica, and jingling/hi-pass synthesizers.
*'''Enemy mix''': Timpani, crash cymbals, and bell collection.
*'''Task mix''': Baritone saxophone, metal tom drum, conga, and rotary organ.
*'''Carrying mix''': Celeste/bell synthesizers.
As this theme only occurs during day 1 where weather is always sunny and there is no time limit, there is no weather, afternoon, or sunset version of this theme.
When Alph first wakes up after watching the S.S. Drake crash, there is a [[#Alph awakens|brief musical cue]] followed by part of this theme (without melodica) played until the Alph can be controlled. After this, the theme does not return until the [[Red Onion]] is freed.
{{clear}}
===Garden of Hope===
===Garden of Hope===
{{infobox track
|name=Garden of Hope
|link=https://www.youtube.com/watch?v=jT6H5U0UZlk&index=6&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|linka=https://www.youtube.com/watch?v=H1etAFiAPYQ&index=7&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|links=https://www.youtube.com/watch?v=y8rEi-uxGTA&index=8&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|linkp=http://www.pikminwiki.com/Music_(Pikmin_3)#Rain
}}
The [[Garden of Hope]]'s theme is a beautiful representation of the season of spring. The textures are soft (the harp gestures especially delicate) and the melodic instruments and dynamics smoothly transition between each other. Interestingly, the Garden of Hope is the only area to have a different theme for the afternoon. The structure is the same, but different instruments surface and the chord progression changes in several areas. The afternoon theme also has an [[wikipedia:Anacrusis|anacrusis]], rather than a small separate intro.
'''Instruments'''
*'''Main version''': Flute, pan flute, clarinet, bassoon, marimba, accordion, banjo (only quiet harmonics), glockenspiel-like synthesizer, and violins and violas.
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': Hand drum, djembe, shaker, and pizzicato cellos.
*'''Carrying mix''': Celeste.
*'''Weather version''': See '''[[#Rain|Rain]]]'''.
*'''Afternoon version''': Same as main version, but piccolos, a full use of banjo, and pizzicato basses are added.
*'''Sunset version''': Piccolos, pan flute, clarinet, accordion, celeste, glockenspiel-like synthesizer, and violins and violas.
On day 2, the music will not begin until Pikmin are called out of the Onion.
{{clear}}
===Distant Tundra===
===Distant Tundra===
===Tropical Wilds===
===Tropical Wilds===
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===Formidable Oak===
===Formidable Oak===
===Caves===
===Caves===
===Rain===
==Bosses==
==Bosses==
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