Music in Pikmin 2: Difference between revisions

I experimented some more and this is a more accurate theory about how the "massacre" mix is triggered.
m (→‎Metal 3: hopefully the last edit to this theme)
(I experimented some more and this is a more accurate theory about how the "massacre" mix is triggered.)
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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 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.


The soundtrack to ''Pikmin 2'' was composed by Hajime Wakai. It is not an official album, unlike [[Pikmin World]]. All the compositions of this game consist wholly of synthesized sounds or samples attempting to mimic real instruments. Although compared with [[Pikmin (game)|the previous game]], the technology used to mimic these instruments is more advanced and can cover a wider collection and range.
The soundtrack to ''Pikmin 2'' was composed by Hajime Wakai. It does not have an official album, unlike {{p1}} did with [[Pikmin World]]. All the compositions of this game consist wholly of synthesized sounds or samples attempting to mimic real instruments. Although compared with [[Pikmin (game)|the previous game]], the technology used to mimic these instruments is more advanced and can cover a wider collection and range.


== Leitmotifs ==
== Leitmotifs ==
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*If the active leader is [[Captain Olimar]], the rhythm of the theme is straight-ahead, exactly on beat. If the active leader is [[Louie]] or [[The President]], the rhythm is swung, even if the time signature is irregular.
*If the active leader is [[Captain Olimar]], the rhythm of the theme is straight-ahead, exactly on beat. If the active leader is [[Louie]] or [[The President]], the rhythm is swung, even if the time signature is irregular.
*If the active leader's [[HP]] is less than 50%, the music's tempo will be slowed to 70%.
*If the active leader's [[HP]] is less than 50%, the music's tempo will be slowed to 70%.
*If the active leader takes damage, the music is garbled momentarily.
*If the active leader takes damage, the music becomes garbled momentarily.
*If the active leader's group of Pikmin started out at more than 9 but dwindled to 9 or less due to deaths, the main instruments will skip notes in the theme.
*If a Pikmin death has occurred today and the number of the Pikmin in the field is less than 10, the main instruments will skip notes in the theme. Pikmin sprouts do not count for this check, and entering or exiting a cave will reset the "Pikmin death has occurred today" flag.


The emboldened instrument names are considered the main instruments.
These changes can also occur to cave themes. In this article, emboldened instrument names are considered the main instruments.


=== Valley of Repose ===
=== Valley of Repose ===
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== Caves ==
== Caves ==
The 14 '''[[caves]]''' of the main game and the 30 caves of [[Challenge Mode (Pikmin 2)|Challenge Mode]] use a total of 24 different compositions (plus a default 25th in Challenge Mode) for their sublevels (not including sublevels set exclusively for boss battles). The cave themes are different from the area themes in that they are minimalistic and randomly generated, to reflect the more minimalistic and random layout of cave floors. Specifically, normal cave themes have very few instruments playing at once, and the main instruments either have preset rhythms and select randomly from a pitch set, or (more usually) have preset samples that play on randomly selected beats. That being said, the music will still dynamically add mixes to reflect parameters in gameplay. These parameters are the same as the [[#Areas|area themes]], but since there are no Burgeoning Spiderworts underground and since the [[day]] does not progress, there are no Spiderwort mixes or Sunset versions of these themes. The selection of a cave theme for a certain sublevel seems to depend on the design and content of the sublevel, although this happens more noticeably with some themes than with others; in Challenge Mode this is even less of a priority.
The 14 '''[[caves]]''' of the main game and the 30 caves of [[Challenge Mode (Pikmin 2)|Challenge Mode]] use a total of 24 different compositions (plus a default 25th in Challenge Mode) for their sublevels (not including sublevels set exclusively for boss battles). The cave themes are different from the area themes in that they are minimalistic and randomly generated, to reflect the more minimalistic and random layout of cave floors. Specifically, normal cave themes have very few instruments playing at once, and the main instruments either have preset rhythms and select randomly from a pitch set, or (more usually) have preset samples that play on randomly selected beats. That being said, the music will still dynamically add mixes to reflect parameters in gameplay. These parameters are the same as the [[#Areas|area themes]], but since there are no Burgeoning Spiderworts underground and since the time of [[day]] has no impact inside caves, there are no Spiderwort mixes or Sunset versions of these themes. The selection of a cave theme for a certain sublevel seems to depend on the design and content of the sublevel, although this happens more noticeably with some themes than with others; in Challenge Mode this is even less of a priority.


The list of themes below is in a reasonable main-game order: [[Emergence Cave]], [[Hole of Beasts]], [[White Flower Garden]], [[Citadel of Spiders]], [[Bulblax Kingdom]], [[Snagret Hole]], [[Subterranean Complex]], [[Frontier Cavern]], [[Shower Room]], [[Glutton's Kitchen]], [[Submerged Castle]], [[Cavern of Chaos]], [[Hole of Heroes]], [[Dream Den]]. It should be noted that any names for these themes are conjectural; the themes in this list draw influence from the internal names but are primarily named according to the dominant sublevel design with which they are associated. Also, the recordings of these themes are recordings of single iterations; the themes are random and will not play the same way twice in-game.
The list of themes below is in a reasonable main-game order: [[Emergence Cave]], [[Hole of Beasts]], [[White Flower Garden]], [[Citadel of Spiders]], [[Bulblax Kingdom]], [[Snagret Hole]], [[Subterranean Complex]], [[Frontier Cavern]], [[Shower Room]], [[Glutton's Kitchen]], [[Submerged Castle]], [[Cavern of Chaos]], [[Hole of Heroes]], [[Dream Den]]. It should be noted that any names for these themes are conjectural; the themes in this list draw influence from the internal names but are primarily named according to the dominant sublevel design with which they are associated. Also, the recordings of these themes are recordings of single iterations; the themes are random and will not play the same way twice in-game.