Music in Pikmin 2: Difference between revisions

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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 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.  
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.


=== Emergence Cave 1 ===
=== Emergence Cave 1 ===
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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 "Emergence Cave 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|Emergence Cave 1]]'' also reappears, though the attack and release of the sound has been extended greatly.


'''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 "[[#Emergence Cave 2|Emergence Cave 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 [[#Flooded Stump|Flooded Stump]] 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'''