Music in Pikmin 2: Difference between revisions

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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 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.
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.


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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 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.
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.


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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 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.
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.


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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 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.
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.


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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 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).
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).


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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 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.
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.


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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 soft {{w|Gong#Chau gong (Tam-tam)|tam-tam}} 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 gong and one brief instance of clash cymbals.


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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.
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.


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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.
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.


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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 tam-tam. 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 bell cymbal. 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, tam-tam, 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, bell cymbal, 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 low 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 bassoon plays the jingle in F.


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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. 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}}
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}}


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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'' was also used 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'' also appears 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 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.
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.


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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 a puzzle-like format. The e-Reader's simplified instrument set also helps portray these mini-games as non-serious in this context.
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.


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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 uncertainty of the Pikmin's safety, as the stages in this particular mini-game 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 some uncertainty regarding the Pikmin's safety, as the stages in these mini-games can contain wandering enemies.


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