Music in Pikmin 2: Difference between revisions

218 bytes added ,  10 months ago
→‎Caves: Renaming the songs to draw more influence from their internal names and comments leftover in one of Kazumi Totaka's text files. It better aligns with their original intended usages in-game as well
(→‎Caves: Renaming the songs to draw more influence from their internal names and comments leftover in one of Kazumi Totaka's text files. It better aligns with their original intended usages in-game as well)
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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). Several of these themes have multiple variants, which feature a slightly different melody, different instrument, or both. 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. Additionally, for some reason the music heard in Challenge Mode will lack the tempo reduction when a leader's health drops to 50%. The reason for this is unknown.
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). Several of these themes have multiple variants, which feature a slightly different melody, different instrument, or both. 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. Additionally, for some reason the music heard in Challenge Mode will lack the tempo reduction when a leader's health drops to 50%. The reason for this is unknown.


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 and developer comments leftover within <code>/user/Totaka/trackMap_Cond_T.txt</code>. 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.  


=== Snow 1 ===
=== Emergence Cave 1 ===
{{infobox track
{{infobox track
|name      = Snow 1
|name      = Emergence Cave 1
|altname  = Emergence Cave
|altname  = Emergence Cave
|internal  = new_00_0.cnd
|internal  = new_00_0.cnd
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}}
}}


A simple composition in which one electric piano-esque instrument alternates between randomized 4-voice arpeggios of E and B (with a 3-voice arpeggio every 4th time). This minimal texture works alongside the minimal look of snow-based sublevels that use few colors. This composition also introduces a randomized bell-piano sort of sound that will alert the player to [[Enemy|enemies]] in a few caves.
A simple composition for the player's first introduction to caves. An electric piano-esque instrument alternates between randomized 4-voice arpeggios of E and B (with a 3-voice arpeggio every 4th time), and a randomized bell-piano sort of sound is introduced that will alert the player to [[Enemy|enemies]] in a few other caves. This minimal texture works alongside the minimal look of snow-based sublevels that use few colors.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Snow 2 ===
=== Emergence Cave 2 ===
{{infobox track
{{infobox track
|name      = Snow 2
|name      = Emergence Cave 2
|altname  = Cold Chasm
|altname  = Cold Chasm
|internal  = new_00_1.cnd
|internal  = new_00_1.cnd
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}}
}}


Although this piece has a randomized sine-wave instrument, the main texture is very rigid each iteration. Its use of fifth intervals gives the piece an added sense of stability since the fifth is a {{w|perfect fifth}}.
With the cave delving concept now established, this theme accompanies the exploration of a layout that is considerably larger than the previous. Although this piece has a randomized sine-wave instrument, the main texture is very rigid each iteration. Its use of fifth intervals gives the piece an added sense of stability since the fifth is a {{w|perfect fifth}}.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Rest ===
=== Relax ===
{{infobox track
{{infobox track
|name      = Rest
|name      = Relax
|internal  = caverelax.cnd / caverelax.bms
|internal  = caverelax.cnd / caverelax.bms
|link      = https://www.youtube.com/watch?v=YYXYniooums&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=21
|link      = https://www.youtube.com/watch?v=YYXYniooums&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=21
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}}
}}


Heard in any [[rest sublevel]]. This music is probably the most random in the game; although the pitches are mostly chosen out of the diatonic D-major scale (with the occasional A♯/B♭on the bass sine-waves), their order is random and their timing is random. Although enemies can appear on rest sublevels, they do not trigger any additions to the theme. The only addition made is when a treasure is being carried in a rest sublevel, such as the [[Brute Knuckles]] or the [[Lost Gyro Block]]. The main organ-like synthesizer used in "Snow 1" also reappears, though the attack and release of the sound has been extended greatly.
Heard in any [[rest sublevel]]. This music is probably the most random in the game; although the pitches are mostly chosen out of the diatonic D-major scale (with the occasional A♯/B♭on the bass sine-waves), their order is random and their timing is random. Although enemies can appear on rest sublevels, they do not trigger any additions to the theme. The only addition made is when a treasure is being carried in a rest sublevel, such as the [[Brute Knuckles]] or the [[Lost Gyro Block]]. The main organ-like synthesizer used in "Emergence Cave 1" also reappears, though the attack and release of the sound has been extended greatly.


'''Instruments'''
'''Instruments'''
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}}
}}


Loosely named for the majority of sublevels in the main game with an abundance of [[fire]] hazards. The cave themes get more experimental with this rhythmic bed over which one instrument can improvise random pitches. The main instrument still plays to a specific timing, however; each two measures the note density increases from 1 to 2 to 3-5, and then resets. A noticeable factor in this composition is the echo in the normal version, giving the sublevel ambiance a sense of depth. The treasure mix in this piece does not complement the melody but the rhythm. Instead, the combat mix adds harmony to the melody.
Often heard in sublevels where there is an abundance of [[fire]] hazards. The cave themes get more experimental with this rhythmic bed over which one instrument can improvise random pitches. The main instrument still plays to a specific timing, however; each two measures the note density increases from 1 to 2 to 3-5, and then resets. A noticeable factor in this composition is the echo in the normal version, giving the sublevel ambiance a sense of depth. The treasure mix in this piece does not complement the melody but the rhythm. Instead, the combat mix adds harmony to the melody.


'''Instruments'''
'''Instruments'''
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}}
}}


Caves often tend to include more purposely synthetic-sounding instruments, since the landscape is likewise more unfamiliar than general [[area]] terrain. Although instruments in cave themes may sound like a particular natural instrument, there are timbres that distinguish this instrument as synthesized. For example, the main instrument here mimics a trombone, but still has enough differences in attack and cutoff to be an independent sound. It should also be noted that the same tabla groove from "[[#Fire|Fire]]" is used here, but it is now an electronic sound. The bass tabla from the aforementioned song has been replaced by the same bass sound used in "[[#Snow 2|Snow 2]]".
Caves often tend to include more purposely synthetic-sounding instruments, since the landscape is likewise more unfamiliar than general [[area]] terrain. Although instruments in cave themes may sound like a particular natural instrument, there are timbres that distinguish this instrument as synthesized. For example, the main instrument here mimics a trombone, but still has enough differences in attack and cutoff to be an independent sound. It should also be noted that the same tabla groove from "[[#Fire|Fire]]" is used here, but it is now an electronic sound. The bass tabla from the aforementioned song has been replaced by the same bass sound used in "[[#Emergence Cave 2|Emergence Cave 2]]".


Bizarrely, in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch]] version of ''Pikmin 2'', the samples for this song's lead instrument are missing. Because this synthesizer is also used for the melody of the [[#Hole of Heroes|Hole of Heroes]] theme, both songs are now lacking their main melodic element.
Bizarrely, in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch]] version of ''Pikmin 2'', the samples for this song's lead instrument are missing. Because this synthesizer is also used for the melody of the [[#Flooded Stump|Flooded Stump]] theme, both songs are now lacking their main melodic element.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Concrete 2 ===
=== Concrete 3 ===
{{infobox track
{{infobox track
|name      = Concrete 2
|name      = Concrete 3
|altname  = Dweevil's Dugout
|altname  = Dweevil's Dugout
|internal  = caveconc_10_0.cnd
|internal  = caveconc_10_0.cnd
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{{clear}}
{{clear}}


=== Concrete 3 ===
=== Concrete 2 ===
{{infobox track
{{infobox track
|name      = Concrete 3
|name      = Concrete 2
|altname  = Hangout Hole
|altname  = Hangout Hole
|internal  = caveconc_05_0.cnd
|internal  = caveconc_05_0.cnd
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{{clear}}
{{clear}}


=== Yard ===
=== Grass ===
{{infobox track
{{infobox track
|name      = Yard
|name      = Grass
|altname  = Green Yards
|altname  = Green Yards
|internal  = caveglass_00_0.cnd
|internal  = caveglass_00_0.cnd
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{{clear}}
{{clear}}


=== Tile 1 ===
=== Tile ===
{{infobox track
{{infobox track
|name      = Tile 1
|name      = Tile
|altname  = Shower Room
|altname  = Shower Room
|internal  = cavetile_00_0.cnd
|internal  = cavetile_00_0.cnd
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}}
}}


This interesting piece is tied with ''[[#Concrete 2|Concrete 2]]'' for most popular, and is only heard in tile-themed sublevels. This piece actually uses water drop samples as percussion, and not only steady percussion but a randomized percussion solo, as though the drop samples are a pitched instrument. Meanwhile the melody is based off of random tri-tones, the interval made by splitting the octave in half. This piece seems to be in a 3/4 time signature, which is supported by the timing of the drum and mellotron in the task mix, and the repeated gestures from the vibraphone.
This interesting piece is tied with ''[[#Concrete 3|Concrete 3]]'' for most popular, and is only heard in tile-themed sublevels. This piece actually uses water drop samples as percussion, and not only steady percussion but a randomized percussion solo, as though the drop samples are a pitched instrument. Meanwhile the melody is based off of random tri-tones, the interval made by splitting the octave in half. This piece seems to be in a 3/4 time signature, which is supported by the timing of the drum and mellotron in the task mix, and the repeated gestures from the vibraphone.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Tile 2 ===
=== Jellyfloat ===
{{infobox track
{{infobox track
|name      = Tile 2
|name      = Jellyfloat
|altname  = Jellyfloat Pool
|altname  = Jellyfloat Pool
|internal  = new_02_0.cnd
|internal  = new_02_0.cnd
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}}
}}


The rarer of the tile-themed compositions, this cave theme is in 7/4 time signature. An electric piano plays a steady gesture to define this rhythm, but random notes are sustained. The melody this time is quite noticeable since the general texture is easy to follow and repeats often the same way.
Named after this theme's simultaneous debut with the first [[Jellyfloat family|Jellyfloat]] encounter in the [[Shower Room]]. The unwavering gesture played on electric piano and the utilization of a 7/4 time signature gives it a sort of airiness that goes well with its associated floating enemy. Some random notes on the electric piano are sustained, and the melody this time is quite noticeable since the general texture is easy to follow and repeats often the same way.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Toybox 1 ===
=== Toy ===
{{infobox track
{{infobox track
|name      = Toybox 1
|name      = Toy
|altname  = Glutton's Kitchen
|altname  = Glutton's Kitchen
|internal  = cavetsumiki_00_0.cnd
|internal  = cavetsumiki_00_0.cnd
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}}
}}


In the main game, this theme only occurs in room-based sublevels with wooden block layouts. The music is once again intentionally overcomplicated, and this time the multiple colors used in the music complement the unusual and toy-based landscape. Although the texture is thin, the ensemble for this theme is rather sizeable, for a cave theme. Like "Tile 1", the task mix seems to suggest this piece's time signature to be in 3/4.
In the main game, this theme only occurs in room-based sublevels with wooden block layouts. The music is once again intentionally overcomplicated, and this time the multiple colors used in the music complement the unusual and toy-based landscape. Although the texture is thin, the ensemble for this theme is rather sizeable, for a cave theme. Like "Tile", the task mix seems to suggest this piece's time signature to be in 3/4.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Toybox 2 ===
=== Toy Railroad ===
{{infobox track
{{infobox track
|name      = Toybox 2
|name      = Toy Railroad
|altname  = Railroad Room
|altname  = Railroad Room
|internal  = new_08_0.cnd
|internal  = new_08_0.cnd
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{{clear}}
{{clear}}


=== Hole of Heroes ===
=== Flooded Stump ===
{{infobox track
{{infobox track
|name      = Hole of Heroes
|name      = Flooded Stump
|altname  = Mystic Marsh
|altname  = Mystic Marsh
|internal  = new_01_0.cnd
|internal  = new_01_0.cnd
Line 1,320: Line 1,320:
}}
}}


This theme, tied with the alternate versions of Toybox 2 and Metal 3 for rarest in the game, is very similar to "[[#Tile 2|Tile 2]]", with a mostly synthesized ensemble and an irregular time signature conveyed by one repeating gesture. Although the scenery of the sublevel, an underground submerged stump, does help this particular synthetic theme feel more organic. The sine-waves feature both very soft attack and release; perhaps to resemble the tones of a celeste. Two synthesized brass instruments are also featured as the main randomized element of the piece. Both of them play in unison, one of them being detuned slightly, resulting in the chorus effect heard in-game. Interestingly, the tempo, drum kit, and tablas (along with their groove pattern) are identical to what's used in "[[#Fire|Fire]]". The shared instruments superimpose a 4/4 rhythm on the irregular gesture played by sine-waves.
This theme is very similar to "[[#Jellyfloat|Jellyfloat]]", with a mostly synthesized ensemble and an irregular time signature conveyed by one repeating gesture. Although the scenery of the sublevel, an underground submerged stump, does help this particular synthetic theme feel more organic. Two synthesized brass instruments are featured as the main randomized element of the piece. Both of them play in unison, one of them being detuned slightly, resulting in the chorus effect heard in-game. Interestingly, the tempo, drum kit, and tablas (along with their groove pattern) are identical to what's used in "[[#Fire|Fire]]". The shared instruments superimpose a 4/4 rhythm on the irregular gesture played by sine-waves.


'''Instruments'''
'''Instruments'''
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{{clear}}
{{clear}}


=== Key (Challenge Mode) ===
=== Key Collected (Challenge Mode) ===
{{infobox track
{{infobox track
|name      = Key (Challenge Mode)
|name      = Key Collected (Challenge Mode)
|internal  = cavekeyget.bms
|internal  = cavekeyget.bms
|link      = https://www.youtube.com/watch?v=wckM2BkqkR8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=132
|link      = https://www.youtube.com/watch?v=wckM2BkqkR8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=132