Music: Difference between revisions

385 bytes added ,  5 months ago
no edit summary
mNo edit summary
No edit summary
 
(6 intermediate revisions by one other user not shown)
Line 3: Line 3:
'''Music''' in the [[Pikmin series|''Pikmin'' series]] accompanies every part of each game, from ambient music during gameplay and [[menu]]s, to pre-rendered cutscene scores, to minor jingles for small events. The style is quite unique and extremely varied across the games, featuring many different instruments and textures that reflect the game environments on [[PNF-404]] and beyond. Most notably, much of the music is dynamic: gameplay events and parameters can add or subtract elements from the music. For example, entering [[combat]] will bring a new intense percussion track into the mix, and the passage of [[Day#Sunset|sunset]] thins the music down to a quiet, peaceful rendition. [[Boss]]es in the games have their own themes, and [[Canon|non-canonical]] game modes (such as [[Challenge Mode (Pikmin)|Challenge Mode]] or [[Bingo Battle]]) have a different, less serious compositional style, to reflect the different structures and styles of gameplay. Overall, music gives the games more character and interest, and can even help direct the player's attention to important in-game elements.
'''Music''' in the [[Pikmin series|''Pikmin'' series]] accompanies every part of each game, from ambient music during gameplay and [[menu]]s, to pre-rendered cutscene scores, to minor jingles for small events. The style is quite unique and extremely varied across the games, featuring many different instruments and textures that reflect the game environments on [[PNF-404]] and beyond. Most notably, much of the music is dynamic: gameplay events and parameters can add or subtract elements from the music. For example, entering [[combat]] will bring a new intense percussion track into the mix, and the passage of [[Day#Sunset|sunset]] thins the music down to a quiet, peaceful rendition. [[Boss]]es in the games have their own themes, and [[Canon|non-canonical]] game modes (such as [[Challenge Mode (Pikmin)|Challenge Mode]] or [[Bingo Battle]]) have a different, less serious compositional style, to reflect the different structures and styles of gameplay. Overall, music gives the games more character and interest, and can even help direct the player's attention to important in-game elements.


The music in the series is most often synthetic, using either samples of real instruments or synthesizers mimicking them and producing other sounds. The soundtracks for the Pikmin games feature the work of several different composers:
The music in the series is often synthetic, using either samples of real instruments or synthesizers mimicking them and producing other sounds. The soundtracks of the games feature different composers:
*''[[Pikmin (game)|Pikmin]]'', composed by Hajime Wakai.
*''[[Pikmin (game)|Pikmin]]''{{'s}} soundtrack was composed by Hajime Wakai.
*''[[Pikmin 2]]'', composed by Hajime Wakai and Kazumi Totaka.
*''[[Pikmin 2]]''{{'s}} soundtrack was composed by Hajime Wakai and Kazumi Totaka.
*''[[Pikmin 3]]'', composed by Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai. The additional music in ''[[Pikmin 3 Deluxe]]'' was composed by Soshi Abe and Babi.
*''[[Pikmin 3]]''{{'s}} soundtrack was composed by Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai.  
*''[[Pikmin 4]]'', composed by Asuka Hayazaki, Kenta Nagata, and Soshi Abe.
**The additional music in ''[[Pikmin 3 Deluxe]]'' was composed by Soshi Abe and Babi.
*''[[Hey! Pikmin]]'', composed by Kento Hasegawa and Masato Kouda.
*''[[Pikmin 4]]''{{'s}} soundtrack was composed by Asuka Hayazaki, Kenta Nagata, and Soshi Abe.
*''[[Pikmin Bloom]]'', composed by Masato Kouda{{cite web|https://twitter.com/mtocoda/status/1455126250905686019|Twitter post|Twitter}}.
*''[[Hey! Pikmin]]''{{'s}} soundtrack was composed by Kento Hasegawa and Masato Kouda.
*''[[Pikmin Bloom]]''{{'s}} soundtrack was composed by Masato Kouda{{cite web|https://twitter.com/mtocoda/status/1455126250905686019|Twitter post|Twitter}}.
Although Hajime Wakai has not actively worked on recent ''Pikmin'' titles, his work can be considered some of the most influential to the series.
Although Hajime Wakai has not actively worked on recent ''Pikmin'' titles, his work can be considered some of the most influential to the series.


==General information==
==General information==
The music that accompanies gameplay in the main games is dynamic, meaning that certain conditions of the game can add or subtract elements from the music. Most commonly, in the main games, if an [[enemy]] is near or combating the leaders and Pikmin, the music will add an intense track of percussion and other instruments to its mix, further engaging the player in the combat. At [[Day#Sunset|sunset]], the music will subtract elements to become higher in register, thinner in texture, and calmer in mood, suggesting the approaching end of the day's events and complexity. As the games progress, this dynamism in the music becomes more and more a part of gameplay; after [[Pikmin (game)|''Pikmin'']], new mixes are added when Pikmin are carrying spoils (a high-register accompaniment suggesting success) and performing tasks like removing [[obstacles]]. While still an aesthetic addition, a beneficial consequence of this dynamic music is its ability to organize the psychology of gameplay. It can not only adjust the mood of a theme to reflect the efficiency and intensity of a day, but even direct the player's attention to something, and help categorize the many actions that Pikmin perform over the course of a day.
The music that accompanies gameplay in the main games is dynamic, meaning that certain conditions of the game can add or subtract elements from the music. Most commonly, if an [[enemy]] is near or combating the leaders and Pikmin, the music will add an intense track of percussion and other instruments to its mix, further engaging the player in the combat. At [[Day#Sunset|sunset]], the music will subtract elements to become higher in register, thinner in texture, and calmer in mood, suggesting the approaching end of the day's events and complexity. As the games progress, this dynamism in the music becomes more and more a part of gameplay; after [[Pikmin (game)|''Pikmin'']], new mixes are added when Pikmin are carrying spoils (a high-register accompaniment suggesting success) and performing tasks like removing [[obstacles]]. While still an aesthetic addition, a beneficial consequence of this dynamic music is its ability to organize the psychology of gameplay. It can not only adjust the mood of a theme to reflect the efficiency and intensity of a day, but even direct the player's attention to something, and help categorize the many actions that Pikmin perform over the course of a day.


Generally, the gameplay music of the ''Pikmin'' series has quite an avant-garde style, with many non-tonal progressions and harmonies that make themes more complicated and interesting. At times, a theme may be intended to be so complex that its streams of information cannot all be followed at once, directing the player's attention completely to gameplay rather than scenery. At other times, the music stands aside for gameplay by being serene or simple, playing more of an ambience to the environment than a theme to Pikmin's actions.  
Generally, the gameplay music of the ''Pikmin'' series has quite an avant-garde style, with many non-tonal progressions and harmonies that make themes more complicated and interesting. At times, a theme may be intended to be so complex that its streams of information cannot all be followed at once, directing the player's attention completely to gameplay rather than scenery. At other times, the music stands aside for gameplay by being serene or simple, playing more of an ambience to the environment than a theme to Pikmin's actions.  
Line 33: Line 34:
==''Pikmin 4''==
==''Pikmin 4''==
{{see|Music in Pikmin 4|t1=Music in ''Pikmin 4''}}
{{see|Music in Pikmin 4|t1=Music in ''Pikmin 4''}}
''[[Pikmin 4]]''{{'s}} soundtrack is highly ambient, much more so than any other game in the series. Its main area themes in particular feature music that is very fragmented and sparse in melodic information. The themes for [[cutscenes]], [[bosses]] and side modes however are more in spirit to what is heard in previous games. Every single type of enemy will now bring about a unique dynamic change to the music; each will add an instrument that is characteristic of the creature, possible in part by the soundtrack's more minimalistic approach. Motifs established in ''Pikmin 2'' also reappear in some cutscenes, further tying in the many returning features from that game, such as the reintroduction of multi-floored [[caves]].
''[[Pikmin 4]]''{{'s}} soundtrack is highly ambient, much more so than any other game in the series. Its main area themes in particular feature music that is very fragmented and sparse in melodic information, though the themes for cutscenes, [[bosses]], and side modes are more in spirit to what is heard in previous games. Possible in part by this new minimalistic approach, every single type of enemy will now also bring about a unique change in the music when a leader is nearby; each enemy adds a unique instrument or mix that is characteristic of the creature. Motifs established in ''Pikmin 2'' also reappear in some cutscenes, further tying in the many returning features from that game, such as the reintroduction of multi-floored [[caves]].


==''Hey! Pikmin''==
==''Hey! Pikmin''==
Line 57: Line 58:
{{main|Super Smash Bros. Ultimate#Music}}
{{main|Super Smash Bros. Ultimate#Music}}
{{ssbb}}, {{ssb4}}, and {{ssbu}} have stages that represent in the ''Pikmin'' franchise. These stages feature some tracks that either come from the ''Pikmin'' media directly or are remixes created on purpose for the ''Smash'' series.
{{ssbb}}, {{ssb4}}, and {{ssbu}} have stages that represent in the ''Pikmin'' franchise. These stages feature some tracks that either come from the ''Pikmin'' media directly or are remixes created on purpose for the ''Smash'' series.
===''Pikmin'' Short Movies===
The [[Pikmin Short Movies|''Pikmin'' Short Movies]] were scored by Shigetoshi Gohara, Hajime Wakai, Ryoji Yoshitomi, and Mahito Yokota. This includes both new music and sound effects; some additional music and sounds were borrowed from {{P1}}, {{P2}}, and {{P3}}.


===''Donkey Konga''===
===''Donkey Konga''===
Anonymous user