Editing Music in Pikmin 2

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{{game icons|p2=y}}
{{game icons|p2=y}}{{DISPLAYTITLE: Music in ''Pikmin 2''}}
{{page title| Music in ''Pikmin 2''}}
{{todo|Add the missing internal names.}}
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.


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 is not an official album, unlike [[Pikmin Worlds|''Pikmin Worlds'']]. 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.
 
== Composers ==
The music of ''Pikmin 2'' was written by Hajime Wakai and sound director Kazumi Totaka. Since the soundtrack to ''Pikmin 2'' does not have an official album, unlike {{p1}} did with ''[[Pikmin World]]'', the individual songs do not have composer credits explicitly provided by [[Nintendo]]. Alternative means have instead been used to identify the composer of each song:
*The "trackMap" files, which contain unique lists of songs and their parameters, are separated into the <code>/user/Wakai</code> and <code>/user/Totaka</code> folders respectively.
*Nintendo's naming convention for audio files in their games includes the artist's initials. The format lists the audio name, artist, sample rate, and key, in that order. The majority of ''Pikmin 2''{{'s}} [https://pikmintkb.com/wiki/AST_file_list AST files] possess the initial  "w", denoting Wakai.
*Hajime Wakai and Kazumi Totaka's differing equipment can be used to determine which of the two composers was responsible for each particular song, as their songs will use samples recorded from their respective synthesizers. Hajime Wakai uses the [[Assets used in the Pikmin series#Kurzweil K2500|Kurzweil K2500]] and [[Assets used in the Pikmin series#Roland SC-88|Roland SC-88]] synthesizers, while Kazumi Totaka primarily uses samples from the [[Assets used in the Pikmin series#Yamaha S90|Yamaha S90]].{{cite web |https://docs.google.com/spreadsheets/d/1s5wRceP34gaPr-CkNSnnlaCSEID5HjWTX4TSR_OxeqA/|Detailed spreadsheet that documents sound sources used in the series, maintained by fans|Google Sheets|rname=spreadsheet}}
*''Pikmin 2''{{'s}} sequenced music uses a bank system to hold instrument programs. Songs exclusively use instruments from either bank 4 or bank 5, belonging to Hajime Wakai and Kazumi Totaka respectively. Samples from the Roland SC-88 and Kurzweil K2500 exist exclusively in bank 4, while the Yamaha S90's instruments are within bank 5.
Using evidence obtained from all of the methods above, every song's composer has been identified, and listed within this article.


== Leitmotifs ==
== Leitmotifs ==
These are small gestures that reappear throughout the game suggesting ideas or setting moods.
These are small gestures that reappear throughout the game suggesting ideas or setting moods.


{| class="responsive-col" style="width:100%"
{| style="width: 100%"
|[[File:Hocotate Theme.png|thumb|300px|center|[[File:HocotateMotif.ogg]] The "Hocotatian motif", denoting [[Captain Olimar]], [[Hocotate]], and/or the mission of repaying debt.]]
|[[File:Hocotate Theme.png|thumb|300px|center|[[File:HocotateMotif.ogg]] The "Hocotatian motif", denoting [[Captain Olimar]], [[Hocotate]], and/or the mission of repaying debt.]]
|[[File:Pikmin 2 Theme.png|thumb|300px|center|[[File:Pikmin2Motif.ogg]] The "{{p1}} motif", denoting Pikmin themselves.]]
|[[File:Pikmin 2 Theme.png|thumb|300px|center|[[File:Pikmin2Motif.ogg]] The "[[Pikmin 2|''Pikmin 2'']] motif", denoting Pikmin themselves.]]
|-
|-
|[[File:Success and Adventure Motif.png|thumb|300px|center|[[File:SuccessMotif.ogg]] The "success motif", denoting a success or setting a victorious mood.]]
|[[File:Success and Adventure Motif.png|thumb|300px|center|[[File:SuccessMotif.ogg]] The "success motif", denoting a success or setting a victorious mood.]]
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{{infobox track
{{infobox track
|name=Title screen
|name=Main Menu
|internal=title.w.32.c4.ast
|internal=title.w.32.c4.ast
|link=https://www.youtube.com/watch?v=ALuTXLH5_6M&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=2
|link=https://www.youtube.com/watch?v=gkrymwxfj8k&index=3&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
The main theme of the game, playing on the [[title screen]]. An oboe now shines through with the melody adapted from the figure used in [[Music in Pikmin#Pikmin|the first game's main theme]], and develops it briefly. After the accompaniment dies down to a glockenspiel, the track reverts to a loop of environmental noises until [[Cutscene#Attraction Mode|attraction mode]] is triggered or an option is selected.
The main theme of the game. An oboe now shines through with the melody adapted from the figure used in [[Music in Pikmin#Pikmin|the first game's main theme]], and develops it briefly. After the accompaniment dies down to a glockenspiel, the track reverts to a loop of environmental noises until [[Cutscene#Attraction Mode|attraction mode]] is triggered or an option is selected.


{{clear}}
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|name=Saved game selection
|name=Saved game selection
|internal=select.w.32.c4.ast
|internal=select.w.32.c4.ast
|link=https://www.youtube.com/watch?v=ah1XxVqd0NU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=4
|link=https://www.youtube.com/watch?v=1jdfznQPfEg&index=7&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard while [[Saved game selection menu|selecting a save file]]. This is the same track used for the save game selection in ''Pikmin''; it still has the straight-ahead rhythm and suspended 4 harmonies that complement the idea of recording and selecting data.
Heard while [[Menu#Saved game selection|selecting a save file]]. This is the same track used for the save game selection in ''Pikmin''; it still has the straight-ahead rhythm and suspended 4 harmonies that complement the idea of recording and selecting data.


{{clear}}
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|name=2-Player Battle menu
|name=2-Player Battle menu
|internal=vs_menu.w.32.c4.ast
|internal=vs_menu.w.32.c4.ast
|link=https://www.youtube.com/watch?v=oqZj-oFdLPk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=117
|link=https://www.youtube.com/watch?v=Mbae1vC1Z_o&index=136&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[2-Player Battle menu]]. This wartime-esque theme has a strong melody of fourth and fifths with fanfare-like arpeggiating trumpets to promote the imminent battle. As the theme progresses, the harmony gets more intense; from soft strings and glockenspiel, to stable horn intervals, to both plus bugling trumpets.
Heard in the [[Menu#2-Player Battle|2-Player Battle menu]]. This wartime-esque theme has a strong melody of fourth and fifths with fanfare-like arpeggiating trumpets to promote the imminent battle. As the theme progresses, the harmony gets more intense; from soft strings and glockenspiel, to stable horn intervals, to both plus bugling trumpets.


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|name=Challenge Mode menu
|name=Challenge Mode menu
|internal=c_menu.bms
|internal=c_menu.bms
|link=https://www.youtube.com/watch?v=XRmT20UVQKo&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=130
|link=https://www.youtube.com/watch?v=KhC93s9m-pw&index=151&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[Challenge Mode menu]]. This theme actually uses the same motif as the 2-Player Battle theme, disguised under a different rhythm in the accompaniment. Eventually the theme takes on its own identity under a new chord progression, and then the marimba becomes the center instrument for a time. Overall the register is higher and the instruments smaller; even the snare drum is a small piccolo snare. The piece keeps relatively the same intensity for its duration, as this mode is not about combat, but cooperation.
Heard in the [[Menu#Challenge Mode|Challenge Mode menu]]. This theme actually uses the same motif as the 2-Player Battle theme, disguised under a different rhythm in the accompaniment. Eventually the theme takes on its own identity under a new chord progression, and then the marimba becomes the center instrument for a time. Overall the register is higher and the instruments smaller; even the snare drum is a small piccolo snare. The piece keeps relatively the same intensity for its duration, as this mode is not about combat, but cooperation.


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|name=Options
|name=Options
|internal=option.w.32.c4.ast
|internal=option.w.32.c4.ast
|link=https://www.youtube.com/watch?v=Ef_sSmc0n-0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=137
|link=https://www.youtube.com/watch?v=JdyY_Bh8LAM&index=8&list=PL8270A5CCBAE70F4B
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[options menu]]. This theme is entirely synthesized, with a melody not present until late in the track on a sine-wave-like lead (since the options menu is not likely to be frequented). Instead, most of the tune is a C drone in pad strings, an arpeggiating square wave, and quick, evolving chords on a flute-like synthesizer. This structure is a bit similar to the theme of [[Music in Pikmin#The Forest Navel|The Forest Navel]], but again, nothing in this theme is as prominent or developmental.
Heard in the [[Menu#Options|options menu]]. This theme is entirely synthesized, with a melody not present until late in the track on a sine-wave-like lead (since the options menu is not likely to be frequented). Instead, most of the tune is a C drone in pad strings, an arpeggiating square wave, and quick, evolving chords on a flute-like synthesizer. This structure is a bit similar to the theme of [[Music in Pikmin#The Forest Navel|The Forest Navel]], but again, nothing in this theme is as prominent or developmental.


{{clear}}
{{clear}}


{{infobox track
{{infobox track
|name=High scores
|name=High Scores
|internal=hiscore.bms
|internal=hiscore.bms
|link=https://www.youtube.com/watch?v=nM_Ifzgyxpg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=138
|link=https://www.youtube.com/watch?v=KDECh13XRwQ&list=PL8270A5CCBAE70F4B&index=9
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the main [[high scores menu]]. This extremely subtle theme is a jazz waltz, complete with brushed swinging drums, a walking bass line, and a celeste playing a quaint, quiet, almost childish melody. This piece is definitely passive, but still provides a pleasant ambiance to viewing high scores.
Heard in the [[Menu#High scores|high scores menu]]. This extremely subtle theme is a jazz waltz, complete with brushed swinging drums, a walking bass line, and a celeste playing a quaint, quiet, almost childish melody. This piece is definitely passive, but still provides a pleasant ambiance to viewing high scores.


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|name=Bonuses
|name=Bonuses
|internal=omake.w.32.c4.ast
|internal=omake.w.32.c4.ast
|link=https://www.youtube.com/watch?v=yR3lfJnWVEk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=139
|link=https://www.youtube.com/watch?v=uG-o-8hWU3k&list=PL8270A5CCBAE70F4B&index=162
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
Heard in the [[Menu#Bonuses|bonus menu of cinemas]]. 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.


{{clear}}
{{clear}}
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|name=Area selection
|name=Area selection
|internal=worldmap.bms
|internal=worldmap.bms
|link=https://www.youtube.com/watch?v=oa3h43H0dWE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=6
|link=https://www.youtube.com/watch?v=BGpUlo-ACRE&list=PL8270A5CCBAE70F4B&index=26
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[area selection menu]]. This strong theme is a re-elaboration of the motifs in the main theme, mostly performed on flute. Booming contrast between the low basses, harmonies in mid-range horns and strings, and high flutes and celeste makes this one of the most orchestral loops in the game, which also earned it and [[Music in Pikmin#View|the area selection theme in the first game]] an orchestral arrangement and performance in the [https://www.youtube.com/watch?v=KhbU0dAvbpc "Symphonic Legends" orchestral game music concert].
Heard in the [[Menu#Area selection|area selection menu]]. This strong theme is a re-elaboration of the motifs in the main theme, mostly performed on flute. Booming contrast between the low basses, harmonies in mid-range horns and strings, and high flutes and celeste makes this one of the most orchestral loops in the game, which also earned it and [[Music in Pikmin#View|the area selection theme in the first game]] an orchestral arrangement and performance in the [https://www.youtube.com/watch?v=KhbU0dAvbpc "Symphonic Legends" orchestral game music concert].


{{clear}}
{{clear}}


{{infobox track
{{infobox track
|name=Piklopedia/Treasure Hoard
|name=Piklopedia/Treasure hoard
|internal=book.bms
|internal=book.bms
|link=https://www.youtube.com/watch?v=QJQNLpzJJDA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=85
|link=https://www.youtube.com/watch?v=4ihknTHRZ1k&list=PL8270A5CCBAE70F4B&index=27
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[Piklopedia and Treasure Hoard menu]] screens. This quiet theme in 5/8 time signature has a low melody on fretless bass, enhancing its subtlety. As the theme goes on, the bass gets more ornamental in its style, but the piece mainly stays at one intensity level, so as not to distract from the articles to be read. This theme also contains instances of the same [[Music in Pikmin#The Distant Spring|synthesized cymbal]] instrument heard in the first game, used as complements to the harmony.
Heard in the [[Menu#Piklopedia|Piklopedia]] or [[Menu#Treasure Hoard|treasure hoard]]. This quiet theme in 5/8 time signature has a low melody on fretless bass, enhancing its subtlety. As the theme goes on, the bass gets more ornamental in its style, but the piece mainly stays at one intensity level, so as not to distract from the articles to be read. This theme also contains instances of the [[Music in Pikmin#The Distant Spring|"cymbalesque"]] synthesized instrument from the first game, used as complements to the harmony.
 
Under the title "flora and fauna", this theme was featured on the Club Nintendo exclusive album ''[[mariowiki:Nintendo Sound Selection Vol.3: B-Side Music|Nintendo Sound Selection Vol.3: B-Side Music]]'', released in 2005 in Japan.


{{clear}}
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|name=Today's report
|name=Today's report
|internal=result.w.32.c4.ast
|internal=result.w.32.c4.ast
|link=https://www.youtube.com/watch?v=l1fCmKZnq3U&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=84
|link=https://www.youtube.com/watch?v=MnBhzdj17IM&list=PL8270A5CCBAE70F4B&index=25
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard after the [[Hocotate ship]] blasts off for the night and the [[Day results menu|results of the day]] are posted. This is the same end of day theme used in [[Pikmin (game)|''Pikmin'']], along with a similar background cutscene and menu. Once again, the natural environment below has been left temporarily, and as such the instrumentation changes to more synthetic pads, leads, and percussion. The piece works well as a theme to [[Mail|communicating with Hocotate]].
Heard after the [[Hocotate ship]] blasts off for the night and the [[Menu#Sunset|results of the day]] are posted. This is the same end of day theme used in [[Pikmin (game)|''Pikmin'']], along with a similar background cutscene and menu. Once again, the natural environment below has been left temporarily, and as such the instrumentation changes to more synthetic pads, leads, and percussion. The piece works well as a theme to [[Mail|communicating with Hocotate]].


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|name=Cave results
|name=Cave results
|internal=u_result.w.32.c4.ast
|internal=u_result.w.32.c4.ast
|link=https://www.youtube.com/watch?v=X0ivsa-GflI&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=96
|link=https://www.youtube.com/watch?v=J7snpx1zI_Q&index=43&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard after a [[Geyser#Pikmin 2|geyser]] is used to [[Day results menu#Cave results|exit a cave]]. Militaristic snare drum is combined with cinematic strings and treasure-associated synthesizers to demonstrate that a mission is most certainly complete. It can either function as a celebration of victory if many treasures were salvaged, or an ironically didactic tune if the mission was aborted or if many Pikmin were lost. If the cave is completed in this menu, and the player waits for 3 minutes and 50 seconds, [[Easter egg#Totaka's song|Totaka's song]] will be played in C. This only happens in the GameCube version of ''Pikmin 2''.
Heard after a [[Geyser#Pikmin 2|geyser]] is used to [[Menu#Cave exited|exit a cave]]. Militaristic snare drum is combined with cinematic strings and treasure-associated synthesizers to demonstrate that a mission is most certainly complete. It can either function as a celebration of victory if many treasures were salvaged, or an ironically didactic tune if the mission was aborted or if many Pikmin were lost. If the cave is completed in this menu, and the player waits for 3 minutes and 50 seconds, [[Easter egg#Totaka's song|Totaka's song]] will be played in C. This only happens in the GameCube version of ''Pikmin 2''.


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{{infobox track
{{infobox track
|name=Debt completion results
|name=Debt completion results
|internal=f_result.bms
|link=https://www.youtube.com/watch?v=hxmSM7h4ejc&index=114&list=PL8270A5CCBAE70F4B
|link=https://www.youtube.com/watch?v=vhUqPc-8_Uo&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=113
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[high scores menu]] after 10000 [[Pokos]] have been collected. This quiet theme on celeste and pad strings is a reprise of the day results theme, as though contemplating the final day's results. Again, as this is music for viewing statistics, it has little intensity to it and mostly stays out of the way of the menu.
Heard after 10000 [[Pokos]] have been collected. This quiet theme on celeste and pad strings is a reprise of the day results theme, as though contemplating the final day's results. Again, as this is music for viewing statistics, it has little intensity to it and mostly stays out of the way of the menu.


{{clear}}
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|name=Treasure completion results
|name=Treasure completion results
|internal=comp_result.bms
|internal=comp_result.bms
|link=https://www.youtube.com/watch?v=09T1IAJB2fA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=116
|link=https://www.youtube.com/watch?v=M8CHkqhj8GY&index=131&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[high scores menu]] after the story is complete and all treasures have been collected. This theme begins as a regal fanfare not unlike the theme heard [[Music in Pikmin#Level Complete|when the S.S. Dolphin is completely rebuilt]], again signaling the end of the game. Then, as the final statistics are on screen, the fanfare dies down and resolves to the same quiet tune from the debt completion menu.
Heard after the story is complete. This theme begins as a regal fanfare not unlike the theme heard [[Music in Pikmin#Level Complete|when the S.S. Dolphin is completely rebuilt]], again signaling the end of the game. Then, as the final statistics are on screen, the fanfare dies down and resolves to the same quiet tune from the debt completion menu.


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{{infobox track
{{infobox track
|name=Challenge Mode results
|name=Challenge Mode results
|internal=c_result.w.32.c4
|internal=c_result.bms
|link=https://www.youtube.com/watch?v=4rUkXMof8G8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=136
|link=https://www.youtube.com/watch?v=GQ3OSeHj_kI&index=158&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[Challenge results menu]] after a cave in [[Challenge Mode (Pikmin 2)|Challenge Mode]]. Using complex gestures in synthesized bass, marimba, and snare drum, this composition definitely conveys the relay of information. The melody, in a different meter and over a different harmonic progression, is the main motif from the "today's report" menu theme, again stating that this menu is the end of the challenge.
Heard after a cave in [[Challenge Mode (Pikmin 2)|Challenge Mode]] has been successfully exited. Using complex gestures in synthesized bass, marimba, and snare drum, this composition definitely conveys the relay of information. The melody, in a different meter and over a different harmonic progression, is the main motif from the "today's report" menu theme, again stating that this menu is the end of the challenge.


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== Cutscenes ==
== Cutscenes ==
The cutscenes have widely different purposes and contexts, and so their scores have many different types of instruments and moods. The pre-rendered story cinemas of the game have a Hollywood-style sampled orchestra to score them, albeit not always using the full orchestra. In-game cutscenes have smaller ensembles with more specific or esoteric sounds to capture more specific moods and to subtly control the efficacy and meaning of the [[Hocotate ship]]'s monologs.
The cutscenes have widely different purposes and contexts, and so their scores have many different types of instruments and moods. The pre-rendered story cinemas of the game have a Hollywood-style sampled orchestra to score them, albeit not always using the full orchestra. In-game cutscenes have smaller ensembles with more specific or esoteric sounds to capture more specific moods and to subtly control the efficacy and meaning of the [[Hocotate ship]]'s monologues.


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{{infobox track
{{infobox track
|name=Attraction mode
|name=Attraction mode
|internal=play1.thp play2.thp play3.thp play4.thp play5.thp play6.thp
|link=https://www.youtube.com/watch?v=b8OdeTT0xys&list=PL8270A5CCBAE70F4B&index=6
|link=https://www.youtube.com/watch?v=dua-BDE5fiw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=3
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard during the [[Cutscene#Attraction mode|attraction mode]] if the main menu is left idle long enough. Very different from [[Music in Pikmin#Carry, Fight, Increase and be Eaten|the first game's attraction mode theme]], this theme is simply African drums and percussion along with a modal melody on a flute and a Pikmin making small noises to the beat. The entire track has a low pass filter, probably so as not to distract from the video. But the high register of the melody and Pikmin's voice convey the scale of the pre-rendered cutscenes very well.
Heard during the [[Cutscene#attraction mode|attraction mode]] if the main menu is left idle long enough. Very different from [[Music in Pikmin#Carry, Fight, Increase and be Eaten|the first game's attraction mode theme]], this theme is simply African drums and percussion along with a modal melody on a flute and a Pikmin making small noises to the beat. The entire track has a low pass filter, probably so as not to distract from the video. But the high register of the melody and Pikmin's voice convey the scale of the pre-rendered cutscenes very well.


{{clear}}
{{clear}}
Line 200: Line 173:
{{infobox track
{{infobox track
|name=Opening cinema
|name=Opening cinema
|internal=opening1.thp
|link=https://www.youtube.com/watch?v=EXOmmT5dkpc&list=PL8270A5CCBAE70F4B&index=10
|link=https://www.youtube.com/watch?v=hu1XKjJeIkg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=5
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard during the [[Cutscene#Pikmin 2|introduction cutscene]], which plays upon starting a new game, or occasionally during attraction mode. This orchestral suite begins with the [[Media:HocotateMotif.ogg|"Hocotatian motif"]] elaborated, until its regality is abruptly silenced by booming percussion as the [[S.S. Dolphin]] is struck by a meteor. A brief major turnaround in the strings recaps the events of [[Pikmin (game)|''Pikmin'']], and the S.S. Dolphin escapes to [[Hocotate]], during which the motif returns triumphantly before faltering off into an augmented cliffhanger.
Heard during the [[Cutscene#Pikmin 2|introduction cutscene]], which plays upon starting a new game, or occasionally during attraction mode. This orchestral suite begins with the [[Media:HocotateMotif.ogg|"Hocotatian motif"]] elaborated, until its regality is abruptly silenced by booming percussion as the [[S.S. Dolphin]] is struck by a meteor. A brief major turnaround in the strings recaps the events of [[Pikmin (game)|''Pikmin'']], and the S.S. Dolphin escapes to [[Hocotate]], during which the motif returns triumphantly before faltering off into an augmented cliffhanger.


The next scene, in which the Dolphin approaches Hocotate, includes a simple background of suspended chords in the strings and a droning synthesizer, while horns play the motif one last time. [[The President]]'s monolog about [[Hocotate Freight]]'s debt has no score, to focus attention on the President's words. Then a brief tuba-like sound effect characterizes the spaceship that takes the S.S. Dolphin, and a series of string stabs drives in the severity of the company's debt. As Captain Olimar drops his souvenir, a flute dramatizes its rolling to [[Louie]]'s feet, and this augments into a brief arrhythmic section characterizing the characters' confusion over the bottle cap. When the [[Hocotate ship]] abducts it, short whole-tone runs in the strings build tension until a crash of cymbals reveals the artifact is worth 100 [[Pokos]]. A sort of {{w|word painting}} ensues as the debt is lifted by 100 Pokos, causing a melodic line to ascend up to a harp glissando.
The next scene, in which the Dolphin approaches Hocotate, includes a simple background of suspended chords in the strings and a droning synthesizer, while horns play the motif one last time. [[The President]]'s monologue about [[Hocotate Freight]]'s debt has no score, to focus attention on the President's words. Then a brief tuba-like sound effect characterizes the spaceship that takes the S.S. Dolphin, and a series of string stabs drives in the severity of the company's debt. As Captain Olimar drops his souvenir, a flute dramatizes its rolling to [[Louie]]'s feet, and this augments into a brief arrhythmic section characterizing the characters' confusion over the bottle cap. When the [[Hocotate ship]] abducts it, short whole-tone runs in the strings build tension until a crash of cymbals reveals the artifact is worth 100 [[Pokos]]. A sort of {{w|word painting}} ensues as the debt is lifted by 100 Pokos, causing a melodic line to ascend up to a harp glissando.


As the President gets the idea to send Captain Olimar and Louie to [[PNF-404]], the Hocotatian motif returns, echoed throughout the orchestra as the intensity builds. Finally as the Hocotate ship blasts off this motif metamorphoses into the [[Media:SuccessMotif.ogg|"success motif"]], this time focused on adventure. It develops to a climactic point as the ship warps through space and dodges a meteor, and then quiets down as a bell-like synthesizer and a horn section introduce PNF-404 with the [[Media:Pikmin2Motif.ogg|''Pikmin 2'' motif"]].
As the President gets the idea to send Captain Olimar and Louie to [[PNF-404]], the Hocotatian motif returns, echoed throughout the orchestra as the intensity builds. Finally as the Hocotate ship blasts off this motif metamorphoses into the [[Media:SuccessMotif.ogg|"success motif"]], this time focused on adventure. It develops to a climactic point as the ship warps through space and dodges a meteor, and then quiets down as a bell-like synthesizer and a horn section introduce PNF-404 with the [[Media:Pikmin2Motif.ogg|''Pikmin 2'' motif"]].
Line 216: Line 187:
|name=Near-crash landing
|name=Near-crash landing
|internal=start_demo.w.32.c4.ast
|internal=start_demo.w.32.c4.ast
|link=https://www.youtube.com/watch?v=aRlbT6jX8WA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=70
|link=https://www.youtube.com/watch?v=sa8y689r8Zc&index=11&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}
Line 227: Line 197:
|name=Olimar meets Pikmin again
|name=Olimar meets Pikmin again
|internal=ff_watch_pikmin.w.32.c4.ast
|internal=ff_watch_pikmin.w.32.c4.ast
|link=https://www.youtube.com/watch?v=mWdocUqUr3o&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=71
|link=https://www.youtube.com/watch?v=GPCXqWUM92M&list=PL8270A5CCBAE70F4B&index=12
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 238: Line 207:
|name=Explanation
|name=Explanation
|internal=ff_explain_f90.w.32.c4.ast
|internal=ff_explain_f90.w.32.c4.ast
|link=https://www.youtube.com/watch?v=AjlnYDkzYkc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=77
|link=https://www.youtube.com/watch?v=lHJyTZynyeE&list=PL8270A5CCBAE70F4B&index=13
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}
Line 249: Line 217:
|name=Louie awakens
|name=Louie awakens
|internal=ff_luie_start.w.32.c4.ast
|internal=ff_luie_start.w.32.c4.ast
|link=https://www.youtube.com/watch?v=JiWHtZSmxgQ&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=73
|link=https://www.youtube.com/watch?v=jXr9bt3AeqY&list=PL8270A5CCBAE70F4B&index=14
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 260: Line 227:
|name=New Onion sighted
|name=New Onion sighted
|internal=ff_red_onion.w.32.c4.ast
|internal=ff_red_onion.w.32.c4.ast
|link=https://www.youtube.com/watch?v=jQYmH6wc__E&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=74
|link=https://www.youtube.com/watch?v=u80wGHmYH6k&list=PL8270A5CCBAE70F4B&index=15
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 271: Line 237:
|name=New Pikmin type
|name=New Pikmin type
|internal=ff_pikminmeet.w.32.c4.ast
|internal=ff_pikminmeet.w.32.c4.ast
|link=https://www.youtube.com/watch?v=LGnEuqy--pU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=75
|link=https://www.youtube.com/watch?v=-FCQfVy-ubM&index=16&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}
Line 282: Line 247:
|name=Found special treasure
|name=Found special treasure
|internal=ff_treasureglad.w.32.c4.ast
|internal=ff_treasureglad.w.32.c4.ast
|link=https://www.youtube.com/watch?v=UOF03Ok_89k&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=76
|link=https://www.youtube.com/watch?v=fa-beDhhrng&list=PL8270A5CCBAE70F4B&index=17
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 293: Line 257:
|name=Success
|name=Success
|internal=ff_join.w.32.c4.ast
|internal=ff_join.w.32.c4.ast
|link=https://www.youtube.com/watch?v=eKXcH6RJsWk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=78
|link=https://www.youtube.com/watch?v=xYG60huMr_k&list=PL8270A5CCBAE70F4B&index=18
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 304: Line 267:
|name=Collected treasure
|name=Collected treasure
|internal=ff_treasureget.w.32.c4.ast
|internal=ff_treasureget.w.32.c4.ast
|link=https://www.youtube.com/watch?v=rGGvAW1J4SA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=79
|link=https://www.youtube.com/watch?v=0XTINSlX6Qw&index=23&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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).
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).


{{clear}}
{{clear}}
Line 315: Line 277:
|name=End of day
|name=End of day
|internal=dayend_n.w.32.c4.ast
|internal=dayend_n.w.32.c4.ast
|link=https://www.youtube.com/watch?v=RKwS_uC1HS0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=80
|link=https://www.youtube.com/watch?v=vlhUB4F124o&index=24&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 326: Line 287:
|name=End of day (great)
|name=End of day (great)
|internal=dayend_g.w.32.c4.ast
|internal=dayend_g.w.32.c4.ast
|link=https://www.youtube.com/watch?v=B6VH1wsxFrc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=81
|link=https://www.youtube.com/watch?v=mgl5lD4c-AU&list=PL8270A5CCBAE70F4B&index=45
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 337: Line 297:
|name=End of day (no treasure)
|name=End of day (no treasure)
|internal=dayend_b.w.32.c4.ast
|internal=dayend_b.w.32.c4.ast
|link=https://www.youtube.com/watch?v=fY5cq6lcX6w&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=82
|link=https://www.youtube.com/watch?v=FiacVX-Yqtg&list=PL8270A5CCBAE70F4B&index=133
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}
Line 347: Line 306:
{{infobox track
{{infobox track
|name=Pikmin extinction
|name=Pikmin extinction
|internal=ff_annihi.w.32.c4.ast
|internal=annihi_dayend.w.32.c4.ast
|link=https://www.youtube.com/watch?v=rQUssISO_co&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=108
|link=https://www.youtube.com/watch?v=KcsQiywgQTQ&index=134&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 359: Line 317:
|name=Leader is down
|name=Leader is down
|internal=ff_playerdown.w.32.c4.ast
|internal=ff_playerdown.w.32.c4.ast
|link=https://www.youtube.com/watch?v=Dj_GDASbo5A&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=107
|link=https://www.youtube.com/watch?v=gYQ6pDptw_8&index=132&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 370: Line 327:
|name=End of day (Pikmin extinction/both leaders down)
|name=End of day (Pikmin extinction/both leaders down)
|internal=annihi_dayend.w.32.c4.ast
|internal=annihi_dayend.w.32.c4.ast
|link=https://www.youtube.com/watch?v=9bIed51g858&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=83
|link=https://www.youtube.com/watch?v=ZvTcpMD5esE&index=135&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
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.
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 crash cymbals.


{{clear}}
{{clear}}
Line 381: Line 337:
|name=Peculiar discovery
|name=Peculiar discovery
|internal=ff_mystery.w.32.c4.ast
|internal=ff_mystery.w.32.c4.ast
|link=https://www.youtube.com/watch?v=HPRc5lF9AOs&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=86
|link=https://www.youtube.com/watch?v=cZGJXxw-8ko&index=30&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 392: Line 347:
|name=Enter cave
|name=Enter cave
|internal=ff_in_hole.w.32.c4.ast
|internal=ff_in_hole.w.32.c4.ast
|link=https://www.youtube.com/watch?v=ua8n35IbuLc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=87
|link=https://www.youtube.com/watch?v=4DYFCPA7hZo&index=31&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 403: Line 357:
|name=Cave floor
|name=Cave floor
|internal=ff_floor_in.w.32.c4.ast
|internal=ff_floor_in.w.32.c4.ast
|link=https://www.youtube.com/watch?v=i7426sl_w-8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=89
|link=https://www.youtube.com/watch?v=-iYL09i3A38&list=PL8270A5CCBAE70F4B&index=32
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 414: Line 367:
|name=Sublevel introduction
|name=Sublevel introduction
|internal=ff_underground_e.w.32.c4.ast
|internal=ff_underground_e.w.32.c4.ast
|link=https://www.youtube.com/watch?v=mAZxExzGR1Y&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=90
|link=https://www.youtube.com/watch?v=G4_lqyJ9J1Y&index=33&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 425: Line 377:
|name=Enter new sublevel
|name=Enter new sublevel
|internal=ff_in_hole_u.w.32.c4.ast
|internal=ff_in_hole_u.w.32.c4.ast
|link=https://www.youtube.com/watch?v=lTq3-jJwh6A&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=91
|link=https://www.youtube.com/watch?v=HwDR_YUPxoY&list=PL8270A5CCBAE70F4B&index=36
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard when the leader(s) and Pikmin enter the hole to a deeper sublevel. This is a reiteration of the cave entering theme, re-orchestrated for organ and a small string crescendo. It is less intense, since the surrounding environment is now a cave and not the [[Area|overworld]].
Heard when the leader(s) and Pikmin enter the hole to a deeper sublevel. This is a reiteration of the cave entering theme, re-orchestrated for organ and a small string crescendo. It is less intense, since the surrounding environment is now a cave and not the [[Area|overworld]].
{{clear}}
{{infobox track
|name=Collected Spherical Atlas/Survey Chart/Prototype Detector/Five-man Napsack
|internal=ff_powerupget.w.32.c4.ast
|link=https://www.youtube.com/watch?v=QbXaGWSDq_c&index=64&list=PL8270A5CCBAE70F4B
|header = y
}}
Heard when the [[Spherical Atlas]], [[Geographic Projection]], [[Prototype Detector]], or [[Five-man Napsack]] is collected. This is a more victorious, more heavily orchestrated version of the normal treasure collecting theme, with a horn section elaborating the Hocotatian motif to an unexpected A major resolution. Afterwards the normal treasure collection loop is played as the ship explains what other uses these treasures have.


{{clear}}
{{clear}}
Line 436: Line 397:
|name=Exit cave
|name=Exit cave
|internal=ff_out_hole.w.32.c4.ast
|internal=ff_out_hole.w.32.c4.ast
|link=https://www.youtube.com/watch?v=BrIrpClxl2I&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=95
|link=https://www.youtube.com/watch?v=3_nHYwqvWKE&list=PL8270A5CCBAE70F4B&index=42
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 447: Line 407:
|name=Returned to surface
|name=Returned to surface
|internal=ff_return.w.32.c4.ast
|internal=ff_return.w.32.c4.ast
|link=https://www.youtube.com/watch?v=fPR7Np50G4U&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=98
|link=https://www.youtube.com/watch?v=eoJ0kZ9qyDY&list=PL8270A5CCBAE70F4B&index=44
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 457: Line 416:
{{infobox track
{{infobox track
|name=Emergence Cave exited
|name=Emergence Cave exited
|internal=ff_return_e.w.32.c4.ast
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/077-returned-on-the-surface-after-emergence-cave-.mp3
|link=https://www.youtube.com/watch?v=666Dv48LEG0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=99
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 468: Line 425:
{{infobox track
{{infobox track
|name=New area unlocked
|name=New area unlocked
|internal=worldmap_intro.bms
|link=https://www.youtube.com/watch?v=wgWjjq3JGHg&list=PL8270A5CCBAE70F4B&index=46
|link=https://www.youtube.com/watch?v=oa3h43H0dWE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=6
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in the [[area selection menu]] when a new [[area]] has been unlocked. This is simply a small {{w|anacrusis}} to the area selection theme, but as it adds layers and mounts melodic intervals over a snare drum roll, it makes the area selection theme, which is unchanged, seem more intense than usual.
Heard in the [[Menu#Area selection|area selection menu]] when a new [[area]] has been unlocked. This is simply a small {{w|anacrusis}} to the area selection theme, but as it adds layers and mounts melodic intervals over a snare drum roll, it makes the area selection theme, which is unchanged, seem more intense than usual.


{{clear}}
{{clear}}
Line 480: Line 435:
|name=Landing in new area
|name=Landing in new area
|internal=start_demo_o.w.32.c4.ast
|internal=start_demo_o.w.32.c4.ast
|link=https://www.youtube.com/watch?v=CCcGC6GSUIc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=100
|link=https://www.youtube.com/watch?v=EFpSP3HeO3g&index=47&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 491: Line 445:
|name=New spray type
|name=New spray type
|internal=ff_doping.w.32.c4.ast
|internal=ff_doping.w.32.c4.ast
|link=https://www.youtube.com/watch?v=zFCorEIw-Dg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=103
|link=https://www.youtube.com/watch?v=KDibbouu8n0&index=41&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 502: Line 455:
|name=Ultra-spicy spray
|name=Ultra-spicy spray
|internal=ff_doped.w.32.c4.ast
|internal=ff_doped.w.32.c4.ast
|link=https://www.youtube.com/watch?v=DaZdM4c4gaw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=103
|link=https://www.youtube.com/watch?v=xeZaUhW7y7E&index=51&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 513: Line 465:
|name=Flower Pikmin
|name=Flower Pikmin
|internal=ff_pikminglad.w.32.c4.ast
|internal=ff_pikminglad.w.32.c4.ast
|link=https://www.youtube.com/watch?v=UA6DwTLcvOg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=101
|link=https://www.youtube.com/watch?v=iJ4iSCEkD_w&index=52&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 524: Line 475:
|name=Suffering Pikmin
|name=Suffering Pikmin
|internal=ff_hiba.w.32.c4.ast
|internal=ff_hiba.w.32.c4.ast
|link=https://www.youtube.com/watch?v=-RJjqBm7ABA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=104
|link=https://www.youtube.com/watch?v=dWQII30z0BU&list=PL8270A5CCBAE70F4B&index=58
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 533: Line 483:


{{infobox track
{{infobox track
|name=Collected special treasure 1
|name=Collected special treasure
|internal=ff_powerupget.w.32.c4.ast
|link=https://www.youtube.com/watch?v=sJNKNtQTca4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=93
|composer=Hajime Wakai
|header = y
}}
Heard when the [[Spherical Atlas]], [[Geographic Projection]], [[Prototype Detector]], or [[Five-man Napsack]] is collected. This is a more victorious, more heavily orchestrated version of the normal treasure collecting theme, with a horn section elaborating the Hocotatian motif to an unexpected A major resolution. Afterwards the normal treasure collection loop is played as the ship explains what other uses these treasures have.
 
{{clear}}
 
{{infobox track
|name=Collected special treasure 2
|internal=ff_equipget.w.32.c4.ast
|internal=ff_equipget.w.32.c4.ast
|link=https://www.youtube.com/watch?v=AFwrJaxwnQY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=151
|link=https://www.youtube.com/watch?v=goWjeJIu8fo&list=PL8270A5CCBAE70F4B&index=73
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard when the [[Brute Knuckles]], [[Repugnant Appendage]], [[Stellar Orb]], [[Forged Courage]], [[Dream Material]], [[Justice Alloy]], [[Amplified Amplifier]], or [[Professional Noisemaker]] is collected. Another remix of the treasure collection theme, this time beginning on the highest key of G major rather than F or D major. The horns are less elaborate and stick closer to the original motif, and the bass drum and cymbals are generally louder and more spacious. The change in special treasure themes was probably brought about because, after the [[White Flower Garden]], the remaining caves of the game were designed to be completed in any order. After the intro, the normal treasure collection loop plays.
Heard when any treasure in the [[Explorer's Friend Series]] after the [[Five-man Napsack]] is collected (besides [[The Key]]). Another remix of the treasure collection theme, this time beginning on the highest key of G major rather than F or D major. The horns are less elaborate and stick closer to the original motif, and the bass drum and cymbals are generally louder and more spacious. The change in special treasure themes was probably brought about because, after the [[White Flower Garden]], the remaining caves of the game were designed to be completed in any order. After the intro, the normal treasure collection loop plays.


{{clear}}
{{clear}}
Line 557: Line 495:
|name=Collected The Key
|name=Collected The Key
|internal=ff_keyget.w.32.c4.ast
|internal=ff_keyget.w.32.c4.ast
|link=https://www.youtube.com/watch?v=yODoE_YI1e4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=94
|link=https://www.youtube.com/watch?v=Zdm3OggZQNU&list=PL8270A5CCBAE70F4B&index=82
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard when [[The Key]] is collected. This unique rendition of the treasure collection theme replaces the winds with a harpsichord and ringing bell, enhancing the image of the golden key with an element of class, suggesting a feeling of luxury, or even wealth.
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.


{{clear}}
{{clear}}
Line 568: Line 505:
|name=Debt milestone reached
|name=Debt milestone reached
|internal=ff_pay.w.32.c4.ast
|internal=ff_pay.w.32.c4.ast
|link=https://www.youtube.com/watch?v=eFoyoJXvsww&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=109
|link=https://www.youtube.com/watch?v=TMpmWWjYSwY&index=88&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard above ground when any 10% increment of the debt is paid off, excepting 100%. Muted horns make a rightful fanfare of the Hocotatian theme, accented by clash cymbals and a timpani roll. The fanfare is made even more effective since gameplay is stopped for it.
Heard above ground when any 10% increment of the debt is paid off, excepting 100%. Muted horns make a rightful fanfare of the Hocotatian theme, accented by crash cymbals and a timpani roll. The fanfare is made even more effective since gameplay is stopped for it.


{{clear}}
{{clear}}
Line 579: Line 515:
|name=Waterwraith appears
|name=Waterwraith appears
|internal=ff_mboss.w.32.c4.ast
|internal=ff_mboss.w.32.c4.ast
|link=https://www.youtube.com/watch?v=LIVBuRwN-to&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=66
|link=https://www.youtube.com/watch?v=nbTQLt6k_nk&index=111&list=PL8270A5CCBAE70F4B
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 590: Line 525:
|name=100% debt recovered/collected every treasure
|name=100% debt recovered/collected every treasure
|internal=ff_treasurecomp.w.32.c4.ast
|internal=ff_treasurecomp.w.32.c4.ast
|link=https://www.youtube.com/watch?v=qw5Pp0tBwQ4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=110
|link=https://www.youtube.com/watch?v=hivsqNkKvNs&list=PL8270A5CCBAE70F4B&index=129
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 600: Line 534:
{{infobox track
{{infobox track
|name=Debt recovered cinema
|name=Debt recovered cinema
|internal=ending1.thp
|link=https://www.youtube.com/watch?v=gFjz7Wc4tAc&index=164&list=PL8270A5CCBAE70F4B
|link=https://www.youtube.com/watch?v=2nnfWUReVSQ&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=111
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 611: Line 543:
{{infobox track
{{infobox track
|name=Staff Credits
|name=Staff Credits
|internal=staffroll.thp
|link=https://www.youtube.com/watch?v=DddiQyleRMA&list=PL8270A5CCBAE70F4B&index=165
|link=https://www.youtube.com/watch?v=R_MBV-VBr5I&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=112
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 622: Line 552:
{{infobox track
{{infobox track
|name=Goal completion cinema
|name=Goal completion cinema
|internal=opening2.thp
|link=https://www.youtube.com/watch?v=1HrjsSD_T9A&list=PL8270A5CCBAE70F4B&index=115
|link=https://www.youtube.com/watch?v=0HobsHOrhyw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=114
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 633: Line 561:
{{infobox track
{{infobox track
|name=Treasure completion cinema
|name=Treasure completion cinema
|internal=ending2.thp
|link=https://www.youtube.com/watch?v=QyHz5e80-xc&list=PL8270A5CCBAE70F4B&index=130
|link=https://www.youtube.com/watch?v=Yb7hoEmKXeE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=115
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard immediately after every [[treasure]] in the game is collected. After an unexpected view of the ship's engine blasting off, a quiet scene ensues in which the ship is ascending, to a slow, mournful rendition of the end of day theme in violins. The final note transitions to scoring the strange occurrence of lights on the planet's surface, using pad synthesizers, handbell, and echoes of a Pikmin group singing along to the ''Pikmin 2'' motif, until natural instruments return in a resolution when Olimar realizes the [[Onion]]s have accompanied him. Pentatonic glissandos on the harp play the Red Onion's movement in particular. The Hocotatian motif returns when the ship reappears, with its pilot now overjoyed. As the ship rises above the atmosphere, returning to Hocotate, one last development of the success motif returns with full orchestra, jingle bells, and a choir-like pad, until a fade to the surface of PNF-404, with a drone-like harmony in violins and violas as cellos and celeste calmly salute the ''Pikmin 2'' motif a final time in C, the end of which signals the end of the game.
Heard immediately after every [[treasure]] in the game is collected. After an unexpected view of the ship's engine blasting off, a quiet scene ensues in which the ship is ascending, to a slow, mournful rendition of the end of day theme in violins. The final note transitions to scoring the strange occurrence of lights on the planet's surface, using pad synthesizers, handbell, and echoes of a Pikmin group singing along to the ''Pikmin 2'' motif, until natural instruments return in a resolution when Olimar realizes the [[Onion]]s have accompanied him. Pentatonic glissandos on the harp play the red Onion's movement in particular. The Hocotatian motif returns when the ship reappears, with its pilot now overjoyed. As the ship rises above the atmosphere, returning to Hocotate, one last development of the success motif returns with full orchestra, jingle bells, and a choir-like pad, until a fade to the surface of PNF-404, with a drone-like harmony in violins and violas as cellos and celeste calmly salute the ''Pikmin 2'' motif a final time in C, the end of which signals the end of the game.


{{clear}}
{{clear}}
Line 644: Line 570:
{{infobox track
{{infobox track
|name=Louie's Dark Secret
|name=Louie's Dark Secret
|internal=crime.thp
|link=https://www.youtube.com/watch?v=qHSNmTCGq98&index=166&list=PL8270A5CCBAE70F4B
|link=https://www.youtube.com/watch?v=4CeJzJhIy-A&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=140
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Heard in a cinema unlocked when every challenge in [[Challenge Mode (Pikmin 2)|Challenge Mode]] is perfectly completed. This score is exactly the [[Cutscene#Attraction mode|attraction mode]] theme from [[Pikmin (game)|the first game]]. This choice is comical because although [[Cutscene#Louie's Dark Secret|Louie's dark secret is rather vexing]], the music is cheerful and simplistic, which makes the whole cinema appear jocular or even teasing.
Heard in a cinema unlocked when every challenge in [[Challenge Mode (Pikmin 2)|Challenge Mode]] is perfectly completed. This score is exactly the [[Cutscene#Attraction mode|attraction mode]] theme from [[Pikmin (game)|the first game]]. This choice is comical because although [[Cutscene#Louie's dark secret|Louie's dark secret is rather vexing]], the music is cheerful and simplistic, which makes the whole cinema appear jocular or even teasing.


{{clear}}
{{clear}}
Line 655: Line 579:
{{infobox track
{{infobox track
|name=Challenge Mode intro
|name=Challenge Mode intro
|internal=ReadyGo_Challenge.ast
|link=https://www.youtube.com/watch?v=hVH6_H9jRUU&index=153&list=PL8270A5CCBAE70F4B
|link=https://www.youtube.com/watch?v=sCB7nWeTgDE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=131
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 664: Line 586:
{{infobox track
{{infobox track
|name=Time up (Challenge Mode)
|name=Time up (Challenge Mode)
|internal=ff_timeup.w.32.c4.ast
|link=https://www.youtube.com/watch?v=ZtdovSsqA6U&list=PL8270A5CCBAE70F4B&index=155
|link=https://www.youtube.com/watch?v=dTkpx1k6crs&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=135
|composer=Hajime Wakai
|header = y
|header = y
}}
}}
Line 677: Line 597:
*'''Enemy mix:''' If the active leader is near an [[enemy]], a unique repetitious instrument or mix will be added to the music suggesting alarm or caution.
*'''Enemy mix:''' If the active leader is near an [[enemy]], a unique repetitious instrument or mix will be added to the music suggesting alarm or caution.
*'''Combat mix:''' If the active leader is noticed by an enemy or is engaging an enemy, a unique drum or percussion track will be added to the music.
*'''Combat mix:''' If the active leader is noticed by an enemy or is engaging an enemy, a unique drum or percussion track will be added to the music.
*'''Task mix:''' If the active leader is near Pikmin carrying out a task such as breaking down a [[gate]], building a [[bridge]], or carrying a [[treasure]] (only treasure works, no other carried items trigger this),  a unique complement to the music will be added. This can vary greatly from theme to theme.
*'''Task mix:''' If the active leader is near Pikmin carrying out a task such as breaking down a [[gate]] or building a [[bridge]], a unique complement to the music will be added. This can vary greatly from theme to theme.
*'''Treasure mix:''' If Pikmin are currently carrying a treasure, a new instrument complementing the melody (or main instrument) will be added to the music, in addition to the task mix instruments. Unlike the task mix complement however, the volume of the new instrument that is specific to the treasure mix is always static, and will not fade out if the active leader moves far away from the treasure.
*'''Treasure mix:''' If the active leader is near Pikmin carrying a [[treasure]] (only treasure works, no other carried items trigger this), both the task mix and a new instrument complementing the melody (or main instrument) will be added to the music.
*'''Spiderwort mix:''' If the active leader is near a [[Burgeoning Spiderwort]], slow strings or pad synthesizers will add harmony to the music.
*'''Spiderwort mix:''' If the active leader is near a [[Burgeoning Spiderwort]], slow strings or pad synthesizers will add harmony to the music.
*'''Sunset version:''' When the [[Day#Sunset|sunset]] warning occurs, the music will change to a calmer, thinner remix on music box alone. This is the only parameter to completely replace the music; all the other parameters still apply to this sunset theme.
*'''Sunset version:''' When the [[Day#Sunset|sunset]] warning occurs, the music will change to a calmer, thinner remix on music box alone. This is the only parameter to completely replace the music; all the other parameters still apply to this sunset theme.
*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 becomes garbled momentarily.
*If the active leader takes damage, the music is garbled momentarily.
*If a Pikmin death has occurred today and the number of the Pikmin in the field is less than 10, specific 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. In this article, these instruments will be indicated by having their names emboldened.
*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 instrument will skip notes in the theme.


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


=== Valley of Repose ===
=== Valley of Repose ===
{{infobox track
{{infobox track
|name  = Valley of Repose
|name  = Valley of Repose
|internal    = n_tutorial.bms
|linko  = https://www.youtube.com/watch?v=cUT6OtEiy6Q&index=19&list=PL8270A5CCBAE70F4B
|linko  = https://www.youtube.com/watch?v=MyJPQhuTcEw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=7
|linkl  = https://www.youtube.com/watch?v=gwdUTJ_swwk&list=PL8270A5CCBAE70F4B&index=20
|linkl  = https://www.youtube.com/watch?v=LsVARQ9EfYY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=8
|linkos = https://www.youtube.com/watch?v=hxOR4xAkasI&index=21&list=PL8270A5CCBAE70F4B
|linkos = https://www.youtube.com/watch?v=MyJPQhuTcEw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=7&t=7m55s
|linkls = https://www.youtube.com/watch?v=dmtxA9fVuZA&list=PL8270A5CCBAE70F4B&index=22
|linkls = https://www.youtube.com/watch?v=LsVARQ9EfYY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=8&t=7m55s
|composer    = Hajime Wakai
}}
}}


Line 702: Line 620:


'''Instruments'''
'''Instruments'''
*'''Main version''': Harp, pizzicato cellos, '''synth handbells''', and sleigh bells.
*'''Main version''': Harp, '''handbells''', sleigh bells, and pizzicato cello.
*'''Enemy mix''': Harpsichord.
*'''Enemy mix''': Synthesizer resembling a mini concertina.
*'''Combat mix''': Concert clash cymbals, concert bass drum, hi-hat, tom-tom set, and timpani.
*'''Combat mix''': Timpani, crash cymbals, and hi-hat, tom-tom set.
*'''Task mix''': Log drum.
*'''Task mix''': Bamboo marimba.
*'''Treasure mix''': '''Two mandolins'''.
*'''Treasure mix''': Bamboo marimba and '''mandolin'''.
*'''Sunset version''': Solo music box.
*'''Sunset version''': Solo music box.


At the beginning of the first day, no music plays in the area. After [[Louie]] first plucks a [[Red Pikmin]], the area theme plays, but as a completely non-dynamic version of the Olimar version of the area's sunset theme. After the two leaders are reunited, the area's theme plays as it normally does on any other day.
This area has no [[Burgeoning Spiderwort]]s, so there is no Spiderwort mix.


<nowiki>*</nowiki>This area has no [[Burgeoning Spiderwort]]s, so there is no Spiderwort mix. However, hacking the game to insert a [[Burgeoning Spiderwort]] into the stage will allow the game to play the missing variation, as it is present in the game's data.{{cite youtube|ZRGVL125w7Q|of a hacked game that has the Spiderwort mix in the Valley of Repose}}
At the beginning of the first day, no music plays in the area. After [[Louie]] first plucks a [[Red Pikmin]], the area theme plays, but as Olimar's sunset version (independent of leader). After the two leaders are reunited, the main theme plays as normal and switches depending on leader.


=== Awakening Wood ===
=== Awakening Wood ===
{{infobox track
{{infobox track
|name  = Awakening Wood
|name  = Awakening Wood
|internal    = forest.bms
|linko  = https://www.youtube.com/watch?v=RvOQFbK4jzc&list=PL8270A5CCBAE70F4B&index=48
|linko  = https://www.youtube.com/watch?v=2O4I1oZE6z4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=9
|linkl  = https://www.youtube.com/watch?v=GaTb-HyG1Ck&list=PL8270A5CCBAE70F4B&index=49
|linkl  = https://www.youtube.com/watch?v=1SJTaRBdM3w&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=10
|linkos = https://www.youtube.com/watch?v=EkOjNicj9SI&index=65&list=PL8270A5CCBAE70F4B
|linkos = https://www.youtube.com/watch?v=2O4I1oZE6z4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=9&t=8m15s
|linkls = https://www.youtube.com/watch?v=BeVON-GQaKk&index=66&list=PL8270A5CCBAE70F4B
|linkls = https://www.youtube.com/watch?v=1SJTaRBdM3w&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=10&t=8m15s
|composer    = Hajime Wakai
}}
}}


Line 727: Line 643:


'''Instruments'''
'''Instruments'''
*'''Main version''': Violins, french horns, trumpets, '''trombones''', '''oboe''', and '''marimba'''.
*'''Main version''': '''Oboe''', horn section, muted trumpets, '''cornet''', '''marimba''', and violins.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Enemy mix''': Bell-like synthesizer.
*'''Combat mix''': Conga, supertumbas, concert clash cymbals, cowbell, muted anvil, {{w|Roland CR-78|CR-78}} hi-hat, distorted snare drum and timbale shell samples, and splash cymbal.
*'''Combat mix''': Crash cymbals, splash cymbal, cowbell, tabla (bass), and various metal drums or parts struck with sticks.
*'''Task mix''': Timpani, trombones, flutes, and strings.
*'''Task mix''': Tubas, timpani, and cellos.
*'''Treasure mix''': '''Piccolo'''.
*'''Treasure mix''': '''Piccolo''', tubas, timpani, and cellos.
*'''Spiderwort mix''': Pad violins.
*'''Spiderwort mix''': Pad violins.
*'''Sunset version''': Solo music box.
*'''Sunset version''': Solo music box.
Line 738: Line 654:
{{infobox track
{{infobox track
|name  = Perplexing Pool
|name  = Perplexing Pool
|internal    = yakushima.bms
|linko  = https://www.youtube.com/watch?v=KIbGvr6W3Gk&list=PL8270A5CCBAE70F4B&index=74
|linko  = https://www.youtube.com/watch?v=B0QrOYifcdY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=11
|linkl  = https://www.youtube.com/watch?v=3HNkKPssSmM&list=PL8270A5CCBAE70F4B&index=75
|linkl  = https://www.youtube.com/watch?v=y5J_Wrkf8Nk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=12
|linkos = https://www.youtube.com/watch?v=YbaV8mFD06w&list=PL8270A5CCBAE70F4B&index=83
|linkos = https://www.youtube.com/watch?v=B0QrOYifcdY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=11&t=7m37s
|linkls = https://www.youtube.com/watch?v=qi7j5UT4kz0&index=84&list=PL8270A5CCBAE70F4B
|linkls = https://www.youtube.com/watch?v=y5J_Wrkf8Nk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=12&t=7m37s
|composer    = Hajime Wakai
}}
}}


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'''Instruments'''
'''Instruments'''
*'''Main version''': Bell synthesizer, '''piano''', chorused electric guitar, '''vocal synthesizer''', and triangle.
*'''Main version''': Acoustic guitar (chorus effect), '''piano''', organ-like synthesizer, '''bell synthesizer''', and triangle.
*'''Enemy mix''': Kalimba.
*'''Enemy mix''': Xylophone.
*'''Combat mix''': Concert bass drum, timbales, shaker, ride cymbal (bell), claves, cowbell, and crash cymbal.
*'''Combat mix''': Bass drum, timbales, shaker, ride cymbal (bell), and crash cymbal.
*'''Task mix''': Santur and synth bass.
*'''Task mix''': Acoustic guitar and fretless bass.
*'''Treasure mix''': '''Steel drum'''.
*'''Treasure mix''': '''Steel drum''', acoustic guitar, and fretless bass.
*'''Spiderwort mix''': Pad violas.
*'''Spiderwort mix''': Pad violas.
*'''Sunset version''': Solo music box.
*'''Sunset version''': Solo music box.
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{{infobox track
{{infobox track
|name  = Wistful Wild
|name  = Wistful Wild
|internal    = last.bms
|linko  = https://www.youtube.com/watch?v=vW-MEqhiGzc&index=116&list=PL8270A5CCBAE70F4B
|linko  = https://www.youtube.com/watch?v=El6PpKISLZY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=13
|linkl  = https://www.youtube.com/watch?v=1W-JdlUB7L4&index=117&list=PL8270A5CCBAE70F4B
|linkl  = https://www.youtube.com/watch?v=uA9p-GOT9zc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=14
|linkos = https://www.youtube.com/watch?v=DHlGY1EMXNk&list=PL8270A5CCBAE70F4B&index=118
|linkos = https://www.youtube.com/watch?v=El6PpKISLZY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=13&t=9m26s
|linkls = https://www.youtube.com/watch?v=zHKEDit6y7o&list=PL8270A5CCBAE70F4B&index=119
|linkls = https://www.youtube.com/watch?v=uA9p-GOT9zc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=14&t=9m26s
|composer    = Hajime Wakai
}}
}}


The [[Wistful Wild]] has a wistful march for its theme, if anything representing the struggle the leaders are going through to rescue Louie. The drone in C, the acoustic guitar rhythms, and the sitar resemble [[Music in Pikmin#The Forest Navel|The Forest Navel's theme]], but without percussion and with a somber melody on a contrabass this theme becomes less exploratory. The theme is almost threatening, to warn the player of the more dangerous fauna present in this area.
The [[Wistful Wild]] has a wistful march for its theme, if anything representing the struggle the leaders are going through to rescue Louie. The drone in C, the acoustic guitar rhythms, and the sarod resemble [[Music in Pikmin#The Forest Navel|The Forest Navel's theme]], but without percussion and with a somber cello melody this theme becomes less exploratory. The theme is almost threatening, to warn the player of the more dangerous fauna present in this area.


'''Instruments'''
'''Instruments'''
*'''Main version''': Electric guitar with distortion (used as a drone), sitar, acoustic guitar ensemble, flutes (with notable chiff), waterphone, and '''solo contrabass'''.
*'''Main version''': '''{{w|Quena}}''' (or other end-blown flute), bassoon (or other double-reed bass woodwind), acoustic guitar ensemble, sarod, and '''solo cello'''.
*'''Enemy mix''': Modified guitar sample, played very high.
*'''Enemy mix''': Chiptune synthesizer.
*'''Combat mix''': Timpani, and distorted snare drum, timbale shell, and tom-tom samples.
*'''Combat mix''': TImpani, metallic snare drum, and hi-hat, although all these instruments are processed.
*'''Task mix''': Piano, double bass, and hi-hat.
*'''Task mix''': Piano, hi-hat, and pizzicato double bass.
*'''Treasure mix''': '''Accordion''' and '''celeste'''.
*'''Treasure mix''': '''Accordion''', piano, '''celeste''', hi-hat, and pizzicato double bass.
*'''Spiderwort mix''': Pad sopranos.
*'''Spiderwort mix''': Pad sopranos.
*'''Sunset version''': Solo music box.
*'''Sunset version''': Solo music box.
<nowiki>*</nowiki>Normally, this area's sunset theme has the melody played out by a music box, mirroring the other areas. But in the US and European versions of the GameCube original, the game will erroneously continue using the flutes and contrabass for the music box's melody, resulting in those instruments sounding incredibly high-pitched. This only plays through once at the beginning of sundown, and when the song loops, those instruments will then properly be switched to the music box instrument. This can be witnessed by pausing the game, or by opening an [[Onion]]'s menu, and does not happen at all in the ''[[New Play Control! Pikmin 2|New Play Control!]]'' versions.


== 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 instruments will randomly select from a set of short musical gestures, playing these snippets at either preset rhythms, or 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 the time of [[day]] has no impact inside caves, there are no Sunset versions of these themes. In Challenge Mode, there is also no tempo reduction when a leader's health drops to 50%. Although Burgeoning Spiderworts cannot be found underground, many cave themes do have fully functional, [https://tcrf.net/Pikmin_2/Unused_Music#Cave_Spiderwort_Mixes unheard Spiderwort mixes].
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 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. Many cave songs also have several near-duplicate variants, known as "variation songs".<ref>From a comment at the bottom of <code>/user/Totaka/BgmList_BgmTest.txt</code>.<br>"同一シーケンス、同一波形セットを使ったバリエーション曲を用意してください。"<br>In English, this comment asks developers to prepare "variation songs" using the same sequence and waveform data.</ref> Variation songs are slight alterations upon the original song, and can feature a slightly different melody, a different instrument, or even some minor adjustments to the mixing. Besides a few minor instances however, the majority of these variants go unused, with only one specific variation of a song being utilized across the entire game. 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      = Emergence Cave 1
|name      = Snow 1
|altname  = Emergence Cave
|internal     = new_00_0.cnd
|internal = new_00_0.cnd
|linko    = https://www.youtube.com/watch?v=eYpompND69k&list=PL8270A5CCBAE70F4B&index=34
|linko    = https://www.youtube.com/watch?v=HpR0tkAKM1A&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=15
|linkl    = https://www.youtube.com/watch?v=T2HCxo8WfKE&index=35&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=JrNltbirNYE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=16
|caves    = [[Emergence Cave#Sublevel 1|Emergence Cave sublevel 1]]
|caves    = [[Emergence Cave#Sublevel 1|Emergence Cave sublevel 1]]
|challenge = [[Cave of Pain#Sublevel 1|Cave of Pain sublevel 1]]
|challenge = [[Cave of Pain#Sublevel 1|Cave of Pain sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


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.
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.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Organ-like synthesizer'''.
*'''Main version''': '''Electric piano'''.
*'''Enemy mix''': Randomized bell-piano.
*'''Enemy mix''': Randomized bell-piano.
*'''Combat mix''': Tabla drums.
*'''Combat mix''': Tabla drums.
*'''Task mix''': Bass drum and hi-hat.
*'''Task mix''': Bass drum and hi-hat.
*'''Treasure mix''': '''Bell synthesizer'''.
*'''Treasure mix''': Bass drum, hi-hat, and '''bell-like ring'''.


{{clear}}
{{clear}}


=== Emergence Cave 2 ===
=== Snow 2 ===
{{infobox track
{{infobox track
|name      = Emergence Cave 2
|name      = Snow 2
|altname  = Cold Chasm
|internal     = new_00_1.cnd
|internal = new_00_1.cnd
|linko    = https://www.youtube.com/watch?v=VvuPzRaBCiY&list=PL8270A5CCBAE70F4B&index=38
|linko    = https://www.youtube.com/watch?v=oFQ9SuIgkV8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=17
|linkl    = https://www.youtube.com/watch?v=9_5I6EvLNmo&list=PL8270A5CCBAE70F4B&index=39
|linkl    = https://www.youtube.com/watch?v=CWn0-ge6HeU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=18
|caves    = [[Emergence Cave#Sublevel 2|Emergence Cave sublevel 2]], [[Subterranean Complex#Sublevel 1|Subterranean Complex sublevel 1]], [[Frontier Cavern#Sublevel 3|Frontier Cavern sublevel 3]]
|caves    = [[Emergence Cave#Sublevel 2|Emergence Cave sublevel 2]], [[Subterranean Complex#Sublevel 1|Subterranean Complex sublevel 1]], [[Frontier Cavern#Sublevel 3|Frontier Cavern sublevel 3]]
|challenge = [[Abduction Den#Sublevel 1|Abduction Den sublevel 1]]
|challenge = [[Abduction Den#Sublevel 1|Abduction Den sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


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}}.
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'''
*'''Main version''': '''{{w|Roland JD-990|JD pizzicato}}''', sine-wave, and [https://www.youtube.com/watch?v=uvRgWASqRKY tingsha].
*'''Main version''': '''Shakers of various sizes''', {{w|zill}}s, '''pizzicato strings''', and sine-wave.
*'''Enemy mix''': Randomized bell-piano.
*'''Enemy mix''': Randomized bell-piano.
*'''Combat mix''': [https://www.youtube.com/watch?v=OftdeE1pTeA Udu].
*'''Combat mix''': Low tabla drums.
*'''Task mix''': Kalimba.
*'''Task mix''': Thumb piano.
*'''Treasure mix''': '''Saw-wave synthesizer'''.
*'''Treasure mix''': Thumb piano and '''saw-wave synthesizer'''.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name      = Soil 1
|name      = Soil 1
|altname  = Cautious Cavern
|internal     = cavesoil_00_0.cnd
|internal = cavesoil_00_0.cnd
|linko    = https://www.youtube.com/watch?v=Y9pXKfFzfIw&index=53&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=OPZehaCr-UM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=19
|linkl    = https://www.youtube.com/watch?v=LdmlQ_mrhLE&index=54&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=3no8shJE4kw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=20
|caves    = [[Hole of Beasts#Sublevel 1|Hole of Beasts sublevel 1]], [[Bulblax Kingdom#Sublevel 4|Bulblax Kingdom sublevel 4]], [[Frontier Cavern#Sublevel 7|Frontier Cavern sublevel 7]], [[Cavern of Chaos#Sublevel 3|Cavern of Chaos sublevel 3]], [[Dream Den#Sublevel 11|Dream Den sublevel 11]]
|caves    = [[Hole of Beasts#Sublevel 1|Hole of Beasts sublevel 1]], [[Bulblax Kingdom#Sublevel 4|Bulblax Kingdom sublevel 4]], [[Frontier Cavern#Sublevel 7|Frontier Cavern sublevel 7]], [[Cavern of Chaos#Sublevel 3|Cavern of Chaos sublevel 3]], [[Dream Den#Sublevel 11|Dream Den sublevel 11]]
|challenge = [[Explorer's Cave#Sublevel 2|Explorer's Cave sublevel 2]], [[Cryptic Cavern#Sublevel 2|Cryptic Cavern sublevel 2]], [[Collector's Room#Sublevel 5|Collector's Room sublevel 5]]
|challenge = [[Explorer's Cave#Sublevel 2|Explorer's Cave sublevel 2]], [[Cryptic Cavern#Sublevel 2|Cryptic Cavern sublevel 2]], [[Collector's Room#Sublevel 5|Collector's Room sublevel 5]]
|composer  = Hajime Wakai
}}
}}


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'''Instruments'''
'''Instruments'''
*'''Main version''': Pizzicato basses, egg shaker, and '''{{w|Cor anglais}}'''.
*'''Main version''': '''{{w|Cor anglais}}''', egg shaker, and pizzicato basses.
*'''Enemy mix''': Piano.
*'''Enemy mix''': Piano.
*'''Combat mix''': Drum kit.
*'''Combat mix''': Drum kit.
*'''Task mix''': Synth bass.
*'''Task mix''': Synth bass.
*'''Treasure mix''': '''Decaying sawtooth synthesizer'''.
*'''Treasure mix''': Synth bass and decaying sawtooth synthesizer.


{{clear}}
{{clear}}


=== Relax ===
=== Rest ===
{{infobox track
{{infobox track
|name      = Relax
|name      = Rest
|altname  = Rest
|internal     = caverelax.cnd
|internal = caverelax.cnd
|link      = https://www.youtube.com/watch?v=y2pWFNhMw_w&index=55&list=PL8270A5CCBAE70F4B
|link      = https://www.youtube.com/watch?v=YYXYniooums&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=21
|caves    = [[Hole of Beasts#Sublevel 2|Hole of Beasts sublevel 2]], [[White Flower Garden#Sublevel 3|White Flower Garden sublevel 3]], [[Subterranean Complex#Sublevel 4|Subterranean Complex sublevels 4]] and [[Subterranean Complex#Sublevel 8|8]], [[Frontier Cavern#Sublevel 5|Frontier Cavern sublevel 5]], [[Shower Room#Sublevel 4|Shower Room sublevel 4]], [[Cavern of Chaos#Sublevel 5|Cavern of Chaos sublevel 5]], [[Hole of Heroes#Sublevel 5|Hole of Heroes sublevels 5]], [[Hole of Heroes#Sublevel 8|8]], and [[Hole of Heroes#Sublevel 12|12]], [[Dream Den#Sublevel 9|Dream Den sublevel 9]]
|caves    = [[Hole of Beasts#Sublevel 2|Hole of Beasts sublevel 2]], [[White Flower Garden#Sublevel 3|White Flower Garden sublevel 3]], [[Subterranean Complex#Sublevel 4|Subterranean Complex sublevels 4]] and [[Subterranean Complex#Sublevel 8|8]], [[Frontier Cavern#Sublevel 5|Frontier Cavern sublevel 5]], [[Shower Room#Sublevel 4|Shower Room sublevel 4]], [[Cavern of Chaos#Sublevel 5|Cavern of Chaos sublevel 5]], [[Hole of Heroes#Sublevel 5|Hole of Heroes sublevels 5]], [[Hole of Heroes#Sublevel 8|8]], and [[Hole of Heroes#Sublevel 12|12]], [[Dream Den#Sublevel 9|Dream Den sublevel 9]]
|challenge = None
|challenge = None
|composer  = Kazumi Totaka
}}
}}


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]]. This extra instrument is specifically tied to the task mix.
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♭), 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]].


'''Instruments'''
'''Instruments'''
*'''Main version''': Bass sine-waves, organ-like synthesizer (with very long attack and release), and chorused sine-wave pads.
*'''Main version''': '''Bass sine-wave''', slightly chorused sine-waves, and resonating modulating sine-waves (resembling {{w|singing bowl}}s).
*'''Task mix''': Pulse-waves (with a modulating wah-wah filter added).
*'''Treasure mix''': Cutoff-modulating sawtooth-waves.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name      = Fire
|name      = Fire
|altname  = Burnt Burrow
|internal     = new_04_0.cnd
|internal = new_04_0.cnd
|linko    = https://www.youtube.com/watch?v=sUy_WfWPCT0&list=PL8270A5CCBAE70F4B&index=56
|linko    = https://www.youtube.com/watch?v=qOhmS1YLpF8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=22
|linkl    = https://www.youtube.com/watch?v=E0uZby-kjPw&list=PL8270A5CCBAE70F4B&index=57
|linkl    = https://www.youtube.com/watch?v=wh5tvvc7v58&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=23
|caves    = [[Hole of Beasts#Sublevel 3|Hole of Beasts sublevel 3]], [[Citadel of Spiders#Sublevel 2|Citadel of Spiders sublevel 2]], [[Dream Den#Sublevel 10|Dream Den sublevel 10]]
|caves    = [[Hole of Beasts#Sublevel 3|Hole of Beasts sublevel 3]], [[Citadel of Spiders#Sublevel 2|Citadel of Spiders sublevel 2]], [[Dream Den#Sublevel 10|Dream Den sublevel 10]]
|challenge = [[Concrete Maze#Sublevel 1|Concrete Maze sublevel 1]], [[Collector's Room#Sublevel 1|Collector's Room sublevel 1]]
|challenge = [[Concrete Maze#Sublevel 1|Concrete Maze sublevel 1]], [[Collector's Room#Sublevel 1|Collector's Room sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


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.
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.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Muted trumpet''' and tabla drums.
*'''Main version''': '''Muted trumpet''' and tabla drums.
*'''Enemy mix''': Synth bass and conga.
*'''Enemy mix''': Synth bass and conga.
*'''Combat mix''': Processed drum kit and chime-like synthesizer.
*'''Combat mix''': Processed drum kit and organ.
*'''Task mix''': {{w|Agogô}} bells and shekere.
*'''Task mix''': {{w|Agogô}} bells and shaker.
*'''Treasure mix''': '''Organ-like synthesizer'''.
*'''Treasure mix''': '''Tonewheel organ''', agogô bells, and shaker.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name      = Soil 2
|name      = Soil 2
|altname  = Hot House
|internal     = cavesoil_05_0.cnd
|internal = cavesoil_05_0.cnd
|linko    = https://www.youtube.com/watch?v=BDilZG1_q68&index=59&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=ozxCbmUgTaI&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=24
|linkl    = https://www.youtube.com/watch?v=US42kf1pUHY&list=PL8270A5CCBAE70F4B&index=60
|linkl    = https://www.youtube.com/watch?v=Qn-PqHtFf1k&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=25
|caves    = [[Hole of Beasts#Sublevel 4|Hole of Beasts sublevel 4]]
|caves    = [[Hole of Beasts#Sublevel 4|Hole of Beasts sublevel 4]]
|challenge = [[Hot House#sublevel 2|Hot House sublevel 2]], [[Cryptic Cavern#sublevel 4|Cryptic Cavern sublevel 4]], [[Cave of Snarls#sublevel 1|Cave of Snarls sublevel 1]], [[Emperor's Realm#sublevel 2|Emperor's Realm sublevels 2]] and [[Emperor's Realm#Sublevel 4|4]]
|challenge = [[Hot House#sublevel 2|Hot House sublevel 2]], [[Cryptic Cavern#sublevel 4|Cryptic Cavern sublevel 4]], [[Cave of Snarls#sublevel 1|Cave of Snarls sublevel 1]], [[Emperor's Realm#sublevel 2|Emperor's Realm sublevels 2]] and [[Emperor's Realm#Sublevel 4|4]]
|composer  = Hajime Wakai
}}
}}


Line 914: Line 810:


'''Instruments'''
'''Instruments'''
*'''Main version''': Gliding tuba-like synthesizer, pizzicato violas, trumpets, '''bass drum''', and decaying sawtooth synthesizer.
*'''Main version''': Trumpets, '''gliding tuba-like synthesizer''', decaying sawtooth synthesizer, bass drum, and pizzicato violas.
*'''Enemy mix''': Harpsichord.
*'''Enemy mix''': Organ-like synthesizer.
*'''Combat mix''': Tom-toms, timpani, and snare drum.
*'''Combat mix''': Timpani, snare drum, and tom-toms.
*'''Task mix''': Tonewheel organ and brushed snare drum.
*'''Task mix''': Tonewheel organ and brushed snare drum.
*'''Treasure mix''': '''Flute (with notable chiff)'''.
*'''Treasure mix''': '''Quena''', tonewheel organ, and brushed snare drum.


{{clear}}
{{clear}}
Line 925: Line 821:
{{infobox track
{{infobox track
|name      = Metal 1
|name      = Metal 1
|altname  = Complex Cavern
|internal     = cavemetal_00_0.cnd
|internal = cavemetal_00_0.cnd
|linko    = https://www.youtube.com/watch?v=n4JrDdmUotM&index=67&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=lDZr-jE2FYk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=26
|linkl    = https://www.youtube.com/watch?v=EPgT-7pEjhU&index=68&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=Z5HRWPFjOMk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=27
|caves    = [[White Flower Garden#Sublevel 1|White Flower Garden sublevel 1]], [[Snagret Hole#Sublevel 4|Snagret Hole sublevel 4]], [[Subterranean Complex#Sublevel 3|Subterranean Complex sublevels 3]] and [[Subterranean Complex#Sublevel 5|5]], [[Dream Den#Sublevel 4|Dream Den sublevel 4]]
|caves    = [[White Flower Garden#Sublevel 1|White Flower Garden sublevel 1]], [[Snagret Hole#Sublevel 4|Snagret Hole sublevel 4]], [[Subterranean Complex#Sublevel 3|Subterranean Complex sublevels 3]] and [[Subterranean Complex#Sublevel 5|5]], [[Dream Den#Sublevel 4|Dream Den sublevel 4]]
|challenge = [[Brawny Abyss#Sublevel 1|Brawny Abyss sublevel 1]]
|challenge = [[Brawny Abyss#Sublevel 1|Brawny Abyss sublevel 1]]
|composer  = Hajime Wakai
}}
}}


Line 937: Line 831:


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Bass extension of a marimba''', conga, cowbell, low glockenspiel, and electric piano synthesizer.
*'''Main version''': '''Bass extension of a marimba''', various metal pipes (such as on a glockenspiel) hit with hard felt mallets, organ-like synthesizer, bongos, and cowbell.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Combat mix''': {{w|Noise gate|Gated}} splash cymbal, distorted timbale shell sample, conga, supertumba, {{w|Roland CR-78|CR-78}} hi-hat, and gated timpani.
*'''Combat mix''': {{w|Noise gate|Gated}} timpani, gated splash cymbal, gated metal sheet struck with sticks, and conga played with mallets.
*'''Task mix''': Muted bass drum, muted {{w|Anvil#Musical instruments|anvil}}, {{w|Roland CR-78|CR-78}} hi-hat, and pizzicato violins and violas.
*'''Task mix''': Muted bass drum, muted {{w|Anvil#Musical instruments|anvil}}, drum machine snare, and pizzicato violins and violas.
*'''Treasure mix''': '''Bell synthesizer'''.
*'''Treasure mix''': Muted bass drum, muted anvil, drum machine snare, '''chorus synthesizer''', and pizzicato violins and violas.


{{clear}}
{{clear}}
Line 948: Line 842:
{{infobox track
{{infobox track
|name      = Metal 2
|name      = Metal 2
|altname  = Graphite Gulch
|internal     = cavemetal_05_4.cnd
|internal = cavemetal_05_4.cnd
|linko    = https://www.youtube.com/watch?v=Cr6lyNCdRug&index=69&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=-W4GsWb17DU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=28
|linkl    = https://www.youtube.com/watch?v=_DMudJasfsg&list=PL8270A5CCBAE70F4B&index=70
|linkl    = https://www.youtube.com/watch?v=Viz6dugz4KA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=29
|caves    = [[White Flower Garden#Sublevel 2|White Flower Garden sublevel 2]], [[Subterranean Complex#Sublevel 2|Subterranean Complex sublevels 2]] and [[Subterranean Complex#Sublevel 7|7]], [[Cavern of Chaos#Sublevel 2|Cavern of Chaos sublevel 2]], [[Dream Den#Sublevel 3|Dream Den sublevel 3]] and [[Dream Den#Sublevel 5|5]]
|caves    = [[White Flower Garden#Sublevel 2|White Flower Garden sublevel 2]], [[Subterranean Complex#Sublevel 2|Subterranean Complex sublevels 2]] and [[Subterranean Complex#Sublevel 7|7]], [[Cavern of Chaos#Sublevel 2|Cavern of Chaos sublevel 2]], [[Dream Den#Sublevel 3|Dream Den sublevels 3]] and [[Dream Den#Sublevel 5|5]]
|challenge = [[Brawny Abyss#Sublevel 2|Brawny Abyss sublevel 2]], [[Cave of Snarls#Sublevel 2|Cave of Snarls sublevel 2]], [[Secret Testing Range#Sublevel 2|Secret Testing Range sublevel 2]]*
|challenge = [[Brawny Abyss#Sublevel 2|Brawny Abyss sublevel 2]], [[Cave of Snarls#Sublevel 2|Cave of Snarls sublevel 2]], [[Secret Testing Range#Sublevel 2|Secret Testing Range sublevel 2]]*
|composer  = Hajime Wakai
}}
}}


A much more subtle piece than the previous metal-themed cave piece, this swirling texture has a more somber mood to it (especially thanks to the low tubular bells), perhaps playing the rust on the metal rather than its labyrinthine structure.
A much more subtle piece than the previous metal-themed cave piece, this swirling texture has a more somber mood to it (especially thanks to the low tubular bells), perhaps playing the rust on the metal rather than its labyrinthine structure.


<nowiki>*</nowiki>A [https://www.youtube.com/watch?v=JR8KeDcGIKs&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=134 variation of this theme] with a slightly different melody plays exclusively on the second sublevel of the [[Secret Testing Range]], with the internal name <code>cavemetal_05_0.cnd</code>. In this variation, the main melodic guitar is also swapped out for an electric-guitar-like synthesizer, and the treasure mix's acoustic guitar is replaced with a steel-stringed guitar.
<nowiki>*</nowiki>There is a slightly altered version of this theme (with the internal name <code>cavemetal_05_0.cnd</code>) that plays only in the second sublevel of the [[Secret Testing Range]]. Its structure and gestures are identical to the usual theme, but the chorused acoustic guitar has a filter on it that makes it sound more like a vocal synthesizer.


'''Instruments'''
'''Instruments'''
*'''Main version''': Tubular bells, sound effects (a heavy anvil crash, and an echoing pile driver thud), '''chorused acoustic guitar''', and pad synthesizer.
*'''Main version''': '''Chorused acoustic guitar''', tubular bells, timpani (the side of the drum is struck with a mallet), sound effect (a hollow metal impact), and pad strings.
*'''Enemy mix''': Electronic organ.
*'''Enemy mix''': Electronic organ.
*'''Combat mix''': Timpani, {{w|cajón}}, and hi-hat.
*'''Combat mix''': Timpani, hi-hat, and {{w|cajón}}, all with echo.
*'''Task mix''': Vibraphone and piano.
*'''Task mix''': Vibraphone and piano.
*'''Treasure mix''': '''Acoustic guitar'''.
*'''Treasure mix''': Vibraphone, piano, and '''harpsichord'''.


{{clear}}
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Line 973: Line 865:
{{infobox track
{{infobox track
|name      = Soil 3
|name      = Soil 3
|altname  = Gassy Grotto
|internal     = cavesoil_10_3.cnd
|internal = cavesoil_10_3.cnd
|linko    = https://www.youtube.com/watch?v=ALlrNlYd5tM&index=71&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=rAo6D1r9zzg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=30
|linkl    = https://www.youtube.com/watch?v=ZfHKGJQb_xg&list=PL8270A5CCBAE70F4B&index=72
|linkl    = https://www.youtube.com/watch?v=m5rzcl5QX94&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=31
|caves    = [[White Flower Garden#Sublevel 4|White Flower Garden sublevel 4]], [[Bulblax Kingdom#Sublevel 2|Bulblax Kingdom sublevels 2]] and [[Bulblax Kingdom#Sublevel 3|3]], [[Frontier Cavern#Sublevel 6|Frontier Cavern sublevel 6]]
|caves    = [[White Flower Garden#Sublevel 4|White Flower Garden sublevel 4]], [[Bulblax Kingdom#Sublevel 2|Bulblax Kingdom sublevels 2]] and [[Bulblax Kingdom#Sublevel 3|3]]*, [[Frontier Cavern#Sublevel 6|Frontier Cavern sublevel 6]]
|challenge = [[Trampled Garden#Sublevel 1|Trampled Garden sublevel 1]], [[Emperor's Realm#Sublevel 3|Emperor's Realm sublevel 3]]
|challenge = [[Trampled Garden#Sublevel 1|Trampled Garden sublevel 1]], [[Emperor's Realm#Sublevel 3|Emperor's Realm sublevel 3]]
|composer  = Hajime Wakai
}}
}}


Seems to favor sublevels with many mushrooms, whether they are [[Toxic Toadstool|treasures]] or just [[Common Glowcap|scenery]]. The pinging texture uses the same instrument used for [[Music in Pikmin#Menus|several themes in the first game]]. Again the melody has an experimentally low register, and plays in randomized yet complex gestures.
Seems to favor sublevels with many mushrooms, whether they are [[Toxic Toadstool|treasures]] or just [[Common Glowcap|scenery]]. The pinging texture uses the same instrument used for [[Music in Pikmin#Menus|several themes in the first game]]. Again the melody has an experimentally low register, and plays in randomized yet complex gestures.
<nowiki>*</nowiki>A [https://youtu.be/zs1A6LBKpmE variation of this theme] with a slightly different melody plays exclusively on the third sublevel of the [[Bulblax Kingdom]], with the internal name <code>cavesoil_10_0.cnd</code>. In this variation, the melody resides mainly in the C minor blues scale.


'''Instruments'''
'''Instruments'''
*'''Main version''': Electric guitar with distortion, pizzicato cellos, and ping-like synthesizer.
*'''Main version''': '''Synth bass''', ping-like synthesizer, and pizzicato cellos.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Combat mix''': Drum kit, with focus on toms.
*'''Combat mix''': Drum kit, with focus on toms.
*'''Task mix''': Brushed snare drum, piano, electric piano synthesizer, and log drum.
*'''Task mix''': Piano and bongos played with sticks.
*'''Treasure mix''': '''Bell synthesizer'''.
*'''Treasure mix''': '''Chorus-like bell synthesizer''', piano, and bongos played with sticks.


{{clear}}
{{clear}}
Line 998: Line 886:
{{infobox track
{{infobox track
|name      = Concrete 1
|name      = Concrete 1
|altname  = Citadel of Spiders
|internal     = caveconc_00_0.cnd
|internal = caveconc_00_0.cnd
|linko    = https://www.youtube.com/watch?v=bM0GTFBi5ew&index=76&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=ihSVJTSy5LA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=32
|linkl    = https://www.youtube.com/watch?v=V_dbtchPSH4&list=PL8270A5CCBAE70F4B&index=77
|linkl    = https://www.youtube.com/watch?v=NJuisQF7ioQ&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=33
|caves    = [[Citadel of Spiders#Sublevel 1|Citadel of Spiders sublevel 1]], [[Dream Den#Sublevel 7|Dream Den sublevel 7]]
|caves    = [[Citadel of Spiders#Sublevel 1|Citadel of Spiders sublevel 1]], [[Dream Den#Sublevel 7|Dream Den sublevel 7]]
|challenge = [[Explorer's Cave#Sublevel 1|Explorer's Cave sublevel 1]], [[Concrete Maze#Sublevel 3|Concrete Maze sublevel 3]], [[Collector's Room#Sublevel 4|Collector's Room sublevel 4]], [[Rumbling Grotto#Sublevel 1|Rumbling Grotto sublevel 1]]
|challenge = [[Explorer's Cave#Sublevel 1|Explorer's Cave sublevel 1]], [[Concrete Maze#Sublevel 3|Concrete Maze sublevel 3]], [[Collector's Room#Sublevel 4|Collector's Room sublevel 4]], [[Rumbling Grotto#Sublevel 1|Rumbling Grotto sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


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. This theme also uses the same tabla groove from "[[#Fire|Fire]]", though the tabla has been swapped for an electronic one, and the bass tabla has been replaced by the same bass instrument 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 bass instrument is the same used in "[[#Snow 2|Snow 2]]".


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Trombone-like synthesizer''', '''{{w|Roland JD-990|JD pizzicato}}''', '''resonating FM pad synthesizer''', and '''electronic tabla'''.
*'''Main version''': '''Trombone-like synthesizer''', resonating synthesizer, filtered bass drum, shaker, pizzicato strings.
*'''Enemy mix''': Randomized bell-piano.
*'''Enemy mix''': Randomized bell-piano.
*'''Combat mix''': Electronic djembe.
*'''Combat mix''': Quickly echoing talking drum or djembe.
*'''Task mix''': Bass drum and bongo.
*'''Task mix''': Bass drum and bongo.
*'''Treasure mix''': Bell synthesizer.
*'''Treasure mix''': '''Bell-like synthesizer''', bass drum, and bongo.
 
<nowiki>*</nowiki>Due to a [[Mistake#Broken Switch port instruments|mistake]], the trombone-like synthesizer is impossible to hear in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version.


{{clear}}
{{clear}}


=== Concrete 3 ===
=== Concrete 2 ===
{{infobox track
{{infobox track
|name      = Concrete 3
|name      = Concrete 2
|altname  = Dweevil's Dugout
|internal     = caveconc_10_0.cnd
|internal = caveconc_10_0.cnd
|linko    = https://www.youtube.com/watch?v=A_V8V2bdPEY&list=PL8270A5CCBAE70F4B&index=78
|linko    = https://www.youtube.com/watch?v=YAyv2Dj6Z6U&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=34
|linkl    = https://www.youtube.com/watch?v=ibHCg0_a4Us&index=79&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=4gnjhXi9y7o&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=35
|caves    = [[Citadel of Spiders#Sublevel 3|Citadel of Spiders sublevel 3]], [[Frontier Cavern#Sublevel 4|Frontier Cavern sublevel 4]], [[Cavern of Chaos#Sublevel 7|Cavern of Chaos sublevel 7]], [[Hole of Heroes#Sublevel 3|Hole of Heroes sublevel 3]], [[Dream Den#Sublevel 8|Dream Den sublevel 8]]
|caves    = [[Citadel of Spiders#Sublevel 3|Citadel of Spiders sublevel 3]], [[Frontier Cavern#Sublevel 4|Frontier Cavern sublevel 4]], [[Cavern of Chaos#Sublevel 7|Cavern of Chaos sublevel 7]], [[Hole of Heroes#Sublevel 3|Hole of Heroes sublevel 3]], [[Dream Den#Sublevel 8|Dream Den sublevel 8]]
|challenge = [[Novice Training|Novice Training's two sublevels]], [[Green Hole#Sublevel 1|Green Hole sublevel 1]], [[Cryptic Cavern#Sublevel 5|Cryptic Cavern sublevel 5]], [[Concrete Maze#Sublevel 2|Concrete Maze sublevel 2]], [[Collector's Room#Sublevel 7|Collector's Room sublevel 7]], [[Dweevil Nest#Sublevel 1|Dweevil Nest sublevel 1]], [[Breeding Ground#Sublevel 2|Breeding Ground sublevel 2]]
|challenge = [[Novice Training|Novice Training's two sublevels]], [[Green Hole#Sublevel 1|Green Hole sublevel 1]], [[Cryptic Cavern#Sublevel 5|Cryptic Cavern sublevel 5]], [[Concrete Maze#Sublevel 2|Concrete Maze sublevel 2]], [[Collector's Room#Sublevel 7|Collector's Room sublevel 7]], [[Dweevil Nest#Sublevel 1|Dweevil Nest sublevel 1]], [[Breeding Ground#Sublevel 2|Breeding Ground sublevel 2]]
|composer  = Kazumi Totaka
}}
}}


Line 1,035: Line 917:


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Synth bass''', '''conga''', cowbell, and Pikmin-esque FM synthesizer.
*'''Main version''': '''Synth bass''', Pikmin-esque synthesizer, congas, and {{w|Agogô|gonkagui}} struck with a stick.
*'''Enemy mix''': Kalimba.
*'''Enemy mix''': Thumb piano.
*'''Combat mix''': Drum kit.
*'''Combat mix''': Drum kit.
*'''Task mix''': '''Shekere'''.
*'''Task mix''': {{w|Axatse}} or bead-filled shaker.
*'''Treasure mix''': '''DX steel drum'''.
*'''Treasure mix''': Toy-piano-like synthesizer and axatse.


{{clear}}
{{clear}}


=== Concrete 2 ===
=== Electricity ===
{{infobox track
{{infobox track
|name      = Concrete 2
|name      = Electricity
|altname  = Hangout Hole
|internal     = caveconc_05_0.cnd
|internal = caveconc_05_0.cnd
|linko    = https://www.youtube.com/watch?v=Ndq8ce5TAaQ&list=PL8270A5CCBAE70F4B&index=80
|linko    = https://www.youtube.com/watch?v=AFokmsmLL0Q_w&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=36
|linkl    = https://www.youtube.com/watch?v=74HRB29COqk&index=81&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=KTizyV6FwAA_w&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=37
|caves    = [[Citadel of Spiders#Sublevel 4|Citadel of Spiders sublevel 4]], [[Cavern of Chaos#Sublevel 6|Cavern of Chaos sublevel 6]], [[Hole of Heroes#Sublevel 2|Hole of Heroes sublevel 2]], [[Dream Den#Sublevel 6|Dream Den sublevel 6]]
|caves    = [[Citadel of Spiders#Sublevel 4|Citadel of Spiders sublevel 4]], [[Cavern of Chaos#Sublevel 6|Cavern of Chaos sublevel 6]], [[Hole of Heroes#Sublevel 2|Hole of Heroes sublevel 2]], [[Dream Den#Sublevel 6|Dream Den sublevel 6]]
|challenge = [[Red Chasm#Sublevel 1|Red Chasm sublevel 1]], [[Cryptic Cavern#Sublevel 3|Cryptic Cavern sublevel 3]], [[Hazard Training#Sublevel 1|Hazard Training sublevel 1]], [[Rumbling Grotto#Sublevel 2|Rumbling Grotto sublevel 2]], [[Sniper Room#Sublevel 1|Sniper Room sublevel 1]]
|challenge = [[Red Chasm#Sublevel 1|Red Chasm sublevel 1]], [[Cryptic Cavern#Sublevel 3|Cryptic Cavern sublevel 3]], [[Hazard Training#Sublevel 1|Hazard Training sublevel 1]], [[Rumbling Grotto#Sublevel 2|Rumbling Grotto sublevel 2]], [[Sniper Room#Sublevel 1|Sniper Room sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


As another example of synthetic instruments mimicking their real-life counterparts, this theme's main melodic wind instrument was created with {{w|physical modeling synthesis}}, which is a unique form of sound synthesis that attempts to replicate the natural noise and intricacies of real-life acoustic instruments. Although this lead may not be designed to sound like any exact blown instrument, the timbre does slightly resemble a sort of single-reed.
Very loosely appears to favor [[Anode Beetle]]s and [[electrical wire]]s, but not so in Challenge Mode. Again the melodic instrument appears to resemble a real-life instrument (a cello), and small artifacts of white noise and its manner of switching between notes distinguish it from a cello. A pulse is implied in this piece, but a meter to organize that pulse is not as definable, especially when the percussion is randomly ordered.
 
A pulse is implied in this piece, but a meter to organize that pulse is not as definable, especially when the percussion is randomly ordered. The highly varied instrumentation and erratic timing of patterns may influence the mixed and random selection of enemies on these floors.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''[[Assets used in the Pikmin series#Expansion boards|Synthesized wind lead]]''', '''[https://www.youtube.com/watch?v=0BON1hkygaw davul]''', '''[https://www.youtube.com/watch?v=gjJ7EBjhh-s maman]''', fretless bass, and timpani (the side of the drum is struck).
*'''Main version''': Bass guitar, barrel drum, steel drum (unpitched), bongos, congas struck with mallets, and '''cello'''.
*'''Enemy mix''': Bass clarinet.
*'''Enemy mix''': Bass clarinet.
*'''Combat mix''': '''Chime-like synthesizer''' and drum kit.
*'''Combat mix''': Drum kit and '''chime-like synthesizer'''.
*'''Task mix''': Shekere.
*'''Task mix''': Sand-filled shaker.
*'''Treasure mix''': '''Rotary organ-like synthesizer'''.
*'''Treasure mix''': '''Rotary organ-like synthesizer''' and sand-filled shaker.


{{clear}}
{{clear}}


=== Bulblax Kingdom ===
=== Bulblax ===
{{infobox track
{{infobox track
|name      = Bulblax Kingdom
|name      = Bulblax
|internal = new_05_0.cnd
|internal     = new_05_0.cnd
|linko    = https://www.youtube.com/watch?v=hB5vyLgaiM4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=46
|linko    = https://www.youtube.com/watch?v=wrSGzTSfz9o&list=PL8270A5CCBAE70F4B&index=86
|linkl    = https://www.youtube.com/watch?v=MXDNSnrFzJk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=47
|linkl    = https://www.youtube.com/watch?v=kagFk7ve8SA&list=PL8270A5CCBAE70F4B&index=87
|caves    = [[Bulblax Kingdom#Sublevel 1|Bulblax Kingdom sublevels 1]], [[Bulblax Kingdom#Sublevel 5|5]], and [[Bulblax Kingdom#Sublevel 6|6]]
|caves    = [[Bulblax Kingdom#Sublevel 1|Bulblax Kingdom sublevels 1]], [[Bulblax Kingdom#Sublevel 5|5]], and [[Bulblax Kingdom#Sublevel 6|6]]
|challenge = [[Emperor's Realm#Sublevel 1|Emperor's Realm sublevels 1]] and [[Emperor's Realm#Sublevel 5|5]]
|challenge = [[Emperor's Realm#Sublevel 1|Emperor's Realm sublevels 1]] and [[Emperor's Realm#Sublevel 5|5]]
|composer  = Kazumi Totaka
}}
}}


Line 1,082: Line 959:


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Horn section''', tubular bells, and snare drum.
*'''Main version''': '''Horn''', tubular bells, and snare drum.
*'''Enemy mix''': Timpani.
*'''Enemy mix''': Timpani.
*'''Combat mix''': Bass drum and clash cymbals.
*'''Combat mix''': Bass drum and crash cymbals.
*'''Task mix''': Strings (violins, violas, cellos, and basses).
*'''Task mix''': Strings (violins, violas, cellos, and basses).
*'''Treasure mix''': '''Horn section''' (playing a harmony to the melodic horns).
*'''Treasure mix''': '''Horn''' (playing a harmony to the melodic horn) and strings.


{{clear}}
{{clear}}


=== Snagret Hole ===
=== Snagret ===
{{infobox track
{{infobox track
|name      = Snagret Hole
|name      = Snagret
|internal = new_07_0.cnd
|internal     = new_07_0.cnd
|linko    = https://www.youtube.com/watch?v=Za1mP75f-j0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=48
|linko    = https://www.youtube.com/watch?v=w6z4_dbIRcs&list=PL8270A5CCBAE70F4B&index=89
|linkl    = https://www.youtube.com/watch?v=J6duU5TBpGY&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=49
|linkl    = https://www.youtube.com/watch?v=fWmanIs7tPQ&list=PL8270A5CCBAE70F4B&index=90
|caves    = [[Snagret Hole#Sublevel 1|Snagret Hole sublevels 1]], [[Snagret Hole#Sublevel 3|3]], and [[Snagret Hole#Sublevel 6|6]]
|caves    = [[Snagret Hole#Sublevel 1|Snagret Hole sublevels 1]], [[Snagret Hole#Sublevel 3|3]], and [[Snagret Hole#Sublevel 6|6]]
|challenge = [[Twilight Garden#Sublevel 1|Twilight Garden sublevel 1]], [[Hidden Garden#Sublevel 1|Hidden Garden sublevel 1]]
|challenge = [[Twilight Garden#Sublevel 1|Twilight Garden sublevel 1]], [[Hidden Garden#Sublevel 1|Hidden Garden sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


In the main game, this is exclusive to the [[Snagret Hole]], although it has the same key (A minor) and similar tempo to [[#Bulblax Kingdom|the "Bulblax Kingdom" theme]]. The instrumentation is very loose and in the game very quiet, and more randomness is allowed in the melody and minimal harmony.
In the main game, this is exclusive to the [[Snagret Hole]], although it has the same key (A minor) and similar tempo to [[#Bulblax|the "Bulblax" theme]]. The instrumentation is very loose and in the game very quiet, and more randomness is allowed in the melody and minimal harmony.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Pan flute''', acoustic guitar, and {{w|cajón}}.
*'''Main version''': '''Pan flute''', acoustic guitar, and {{w|cajón}}.
*'''Enemy mix''': Jaw harp samples.
*'''Enemy mix''': Jaw harp samples.
*'''Combat mix''': Log drum and Native American brass bell shaker.
*'''Combat mix''': Frame drum and tambourine.
*'''Task mix''': Two seed pod shakers.
*'''Task mix''': {{w|Caxixi}}.
*'''Treasure mix''': '''Pan flute''' (playing a harmony to the melodic pan flute).
*'''Treasure mix''': '''Pan flute''' (playing a harmony to the melodic pan flute) and caxixi.


{{clear}}
{{clear}}


=== Grass ===
=== Yard ===
{{infobox track
{{infobox track
|name      = Grass
|name      = Yard
|altname  = Green Yards
|internal     = caveglass_00_0.cnd
|internal = caveglass_00_0.cnd
|linko    = https://www.youtube.com/watch?v=pScxbZXqf58&list=PL8270A5CCBAE70F4B&index=91
|linko    = https://www.youtube.com/watch?v=2p7eQCMxwzc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=50
|linkl    = https://www.youtube.com/watch?v=Wmy8tpWmeT4&index=92&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=Xa0GZbShTf8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=51
|caves    = [[Snagret Hole#Sublevel 2|Snagret Hole sublevel 2]], [[Hole of Heroes#Sublevel 1|Hole of Heroes sublevel 1]], [[Dream Den#Sublevel 1|Dream Den sublevel 1]]
|caves    = [[Snagret Hole#Sublevel 2|Snagret Hole sublevel 2]], [[Hole of Heroes#Sublevel 1|Hole of Heroes sublevel 1]], [[Dream Den#Sublevel 1|Dream Den sublevel 1]]
|challenge = [[Creator's Garden#Sublevel 1|Creator's Garden sublevel 1]], [[Three Color Training#Sublevel 1|Three Color Training sublevel 1]], [[Breeding Ground#Sublevel 1|Breeding Ground sublevel 1]]
|challenge = [[Creator's Garden#Sublevel 1|Creator's Garden sublevel 1]], [[Three Color Training#Sublevel 1|Three Color Training sublevel 1]], [[Breeding Ground#Sublevel 1|Breeding Ground sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


Line 1,127: Line 1,001:


'''Instruments'''
'''Instruments'''
*'''Main version''': Violin-like synthesizer, wood blocks, '''[https://www.youtube.com/watch?v=uvRgWASqRKY tingsha]''', and [https://www.youtube.com/watch?v=OftdeE1pTeA udu].
*'''Main version''': Temple blocks, [https://www.youtube.com/watch?v=OftdeE1pTeA ceramic drum], {{w|zill}}s, and '''violin-like synthesizer'''.
*'''Enemy mix''': Gamelan.
*'''Enemy mix''': Some idiophone comprised of pitched gongs (but with low resonance); perhaps a muted {{w|kulintang}}, or just arranged and tuned metal parts.
*'''Combat mix''': Metal bowl and [https://www.youtube.com/watch?v=0BON1hkygaw davul].
*'''Combat mix''': Bass drum and choked cymbal.
*'''Task mix''': '''{{w|Bones (instrument)|Bones}}''' (although their tone is very dry; it is possibly intended that they sound plastic).
*'''Task mix''': {{w|Bones (instrument)|Bones}} (although their tone is very dry; it is possibly intended that they sound plastic).
*'''Treasure mix''': '''Drum sticks''' and '''dulcitar'''.
*'''Treasure mix''': '''Hammered dulcimer''', bones, and drumsticks.


{{clear}}
{{clear}}
Line 1,138: Line 1,012:
{{infobox track
{{infobox track
|name      = Metal 3
|name      = Metal 3
|altname  = Subterranean Complex
|internal     = cavemetal_10_0.cnd
|internal = cavemetal_10_0.cnd
|linko    = https://www.youtube.com/watch?v=m6qz5nw0KG4&list=PL8270A5CCBAE70F4B&index=93
|linko    = https://www.youtube.com/watch?v=u6bbopdPGcQ&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=52
|linkl    = https://www.youtube.com/watch?v=gGJR_WiqhMw&index=94&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=ErQhk0QcULA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=53
|caves    = [[Subterranean Complex#Sublevel 6|Subterranean Complex sublevel 6]]*, [[Snagret Hole#Sublevel 5|Snagret Hole sublevel 5]], [[Cavern of Chaos#Sublevel 1|Cavern of Chaos sublevel 1]]*
|caves    = [[Subterranean Complex#Sublevel 6|Subterranean Complex sublevel 6]], [[Snagret Hole#Sublevel 5|Snagret Hole sublevel 5]]*, [[Cavern of Chaos#Sublevel 1|Cavern of Chaos sublevel 1]]
|challenge = [[Collector's Room#Sublevel 3|Collector's Room sublevel 3]], [[Secret Testing Range#Sublevel 1|Secret Testing Range sublevel 1]]
|challenge = [[Collector's Room#Sublevel 3|Collector's Room sublevel 3]], [[Secret Testing Range#Sublevel 1|Secret Testing Range sublevel 1]]
|composer  = Hajime Wakai
}}
}}


Again, a metal theme appears to be overcomplicating itself purposely to direct attention to gameplay. This time however, the majority of instruments are metal, and there are fewer instruments overall allowing the randomness of the melody to be more pronounced.
Again, a metal theme appears to be overcomplicating itself purposely to direct attention to gameplay. This time however, the majority of instruments are metal, and there are fewer instruments overall allowing the randomness of the melody to be more pronounced.


<nowiki>*</nowiki>A [https://www.youtube.com/watch?v=yvv8ZJXGBY0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=54 variation of this theme] with a slightly different melody plays exclusively on the fifth sublevel of the [[Snagret Hole]], with the internal name <code>cavemetal_10_4.cnd</code>. The normal track's melody uses the atonal group A♭, A, B♭, B, D♭, D, E♭, E, G. The melody in Snagret Hole sublevel 5 uses A♭, A, B♭, B, C, D♭, D, E♭, E, F, G♭, meaning only G is unused.
<nowiki>*</nowiki>The sixth sublevel of the [[Subterranean Complex]] and the first sublevel of the [[Cavern of Chaos]] plays a tune very similar to ''Metal 3'', only with a slightly altered melody and the different internal name <code>cavemetal_10_4.cnd</code>. The normal track's melody uses the atonal group A♭, A, B♭, B, C, D♭, D, E♭, E, F, meaning only G is unused. The melody in the Subterranean Complex sublevel 6/Cavern of Chaos sublevel 1 uses A♭, A, B♭, B, D♭, D, E♭, G. It is unknown why this only slightly altered track is exclusive to these sublevels.


'''Instruments'''
'''Instruments'''
*'''Main version''': {{w|Waterphone}}, impossibly low celeste, '''santur''', and congas.
*'''Main version''': '''{{w|Cimbalom}}''', impossibly low celeste, and {{w|waterphone}}.
*'''Enemy mix''': Electronic organ.
*'''Enemy mix''': Synth brass.
*'''Combat mix''': Gated splash cymbal, distorted timbale shell sample, muted anvil, concert bass drum, and hi-hat.
*'''Combat mix''': Bass drum, hi-hat, splash cymbal, and assorted metal parts struck with either drumsticks or punk sticks.
*'''Task mix''': Synth bass and two mandolins.
*'''Task mix''': Echoing cimbalom and synth bass.
*'''Treasure mix''': '''Bell synthesizer'''.
*'''Treasure mix''': '''Chorus-like synthesizer''', echoing cimbalom, and synth bass.


{{clear}}
{{clear}}


=== Frontier Cavern ===
=== Snow 3 ===
{{infobox track
{{infobox track
|name      = Frontier Cavern
|name      = Snow 3
|internal = new_06_0.cnd
|internal     = new_06_0.cnd
|linko    = https://www.youtube.com/watch?v=ibK26qPy5v0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=56
|linko    = https://www.youtube.com/watch?v=ksym-e4vYQ4&index=95&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=A_58Nt1YVNU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=57
|linkl    = https://www.youtube.com/watch?v=4YhXTs1S5ls&list=PL8270A5CCBAE70F4B&index=96
|caves    = [[Frontier Cavern#Sublevel 1|Frontier Cavern sublevels 1]] and [[Frontier Cavern#Sublevel 2|2]]
|caves    = [[Frontier Cavern#Sublevel 1|Frontier Cavern sublevels 1]] and [[Frontier Cavern#Sublevel 2|2]]
|challenge = [[Hot House#Sublevel 1|Hot House sublevel 1]]
|challenge = [[Hot House#Sublevel 1|Hot House sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


In the main game, this theme is exclusive to the [[Frontier Cavern]]. This theme's noticeable waltz rhythm is rigidly defined by a strict harmony in harp-like synthesizer. The structure is also very rigid, consisting of a randomly selected gesture from the flute, and a randomly selected response from harpsichord.
In the main game, this theme is exclusive to the [[Frontier Cavern]]. It is the only waltz in the soundtrack to caves, but its waltz rhythm is rigidly defined by a strict harmony in harp-like synthesizer. The structure is also very rigid, consisting of a randomly selected gesture from the flute, and a randomly selected response from harpsichord.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Medieval-style recorder''', '''harpsichord''', and harp.
*'''Main version''': '''Medieval-style recorder''', harp, and harpsichord.
*'''Enemy mix''': Pitched metallic "bong" sound effects.
*'''Enemy mix''': {{w|Hang (instrument)|Hang}}, or other tuned steel shell.
*'''Combat mix''': Hand cymbals, and Native American drum and shaker.
*'''Combat mix''': Talking drum, bell cymbal, and {{w|caxixi}}.
*'''Task mix''': [https://www.youtube.com/watch?v=gjJ7EBjhh-s Maman] and wood blocks.
*'''Task mix''': Muted bongo and granite blocks.
*'''Treasure mix''': '''Celeste'''.
*'''Treasure mix''': '''Glockenspiel''', muted bongo, and granite blocks.


{{clear}}
{{clear}}


=== Tile ===
=== Tile 1 ===
{{infobox track
{{infobox track
|name      = Tile
|name      = Tile 1
|altname  = Shower Room
|internal     = cavetile_00_0.cnd
|internal = cavetile_00_0.cnd
|linko    = https://www.youtube.com/watch?v=JWGhb78nPKQ&index=98&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=3MEiG3RFOhM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=58
|linkl    = https://www.youtube.com/watch?v=bird3SA3ooU&list=PL8270A5CCBAE70F4B&index=99
|linkl    = https://www.youtube.com/watch?v=8B1BmxX9y4I&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=59
|caves    = [[Shower Room#Sublevel 1|Shower Room sublevels 1]] and [[Shower Room#Sublevel 5|5]], [[Cavern of Chaos#Sublevel 8|Cavern of Chaos sublevel 8]], [[Hole of Heroes#Sublevel 9|Hole of Heroes sublevel 9]], [[Dream Den#Sublevel 13|Dream Den sublevel 13]]
|caves    = [[Shower Room#Sublevel 1|Shower Room sublevels 1]] and [[Shower Room#Sublevel 5|5]], [[Cavern of Chaos#Sublevel 8|Cavern of Chaos sublevel 8]], [[Hole of Heroes#Sublevel 9|Hole of Heroes sublevel 9]], [[Dream Den#Sublevel 13|Dream Den sublevel 13]]
|challenge = [[Green Hole#Sublevel 2|Green Hole sublevel 2]], [[Collector's Room#Sublevel 2|Collector's Room sublevels 2]] and [[Collector's Room#Sublevel 6|6]], [[Cavernous Abyss#Sublevel 1|Cavernous Abyss sublevel 1]], [[Hazard Training#Sublevel 2|Hazard Training sublevel 2]], [[The Giant's Bath#Sublevel 2|The Giant's Bath sublevel 2]], [[Subterranean Lair#Sublevel 1|Subterranean Lair sublevel 1]], [[Breeding Ground#Sublevel 3|Breeding Ground sublevel 3]], [[Bully Den#Sublevel 1|Bully Den sublevel 1]]
|challenge = [[Green Hole#Sublevel 2|Green Hole sublevel 2]], [[Collector's Room#Sublevel 2|Collector's Room sublevels 2]] and [[Collector's Room#Sublevel 6|6]], [[Cavernous Abyss#Sublevel 1|Cavernous Abyss sublevel 1]], [[Hazard Training#Sublevel 2|Hazard Training sublevel 2]], [[The Giant's Bath#Sublevel 2|The Giant's Bath sublevel 2]], [[Subterranean Lair#Sublevel 1|Subterranean Lair sublevel 1]], [[Breeding Ground#Sublevel 3|Breeding Ground sublevel 3]], [[Bully Den#Sublevel 1|Bully Den sublevel 1]]
|composer  = Hajime Wakai
}}
}}


This interesting piece in a 3/4 time signature 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 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.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Steel drum''', water drop samples, and electric piano synthesizer.
*'''Main version''': Vibraphone, '''steel drum''', DX electric piano, drop sound effect synthesizer, and water drop foley samples.
*'''Enemy mix''': Vibraphone.
*'''Enemy mix''': The discordant vibraphone's volume is simply increased.
*'''Combat mix''': Snare drum, bass drum (raised in pitch), distorted snare drum, distorted tom-tom, and distorted timbale shell.
*'''Combat mix''': Processed drum kit.
*'''Task mix''': Heavy drum (artifacts of water sloshing sounds can be heard, likely from inside the drum), squeaking (a glass pane being rubbed), and mellotron vox.
*'''Task mix''': Flute-like synthesizer, taiko drum, and scratching (the scratching sounds like a rubber or ribbed surface).
*'''Treasure mix''': '''Sawtooth synthesizer'''.
*'''Treasure mix''': A '''sawtooth synthesizer''' replaces the steel drum, and the task mix continues.


{{clear}}
{{clear}}


=== Jellyfloat ===
=== Tile 2 ===
{{infobox track
{{infobox track
|name      = Jellyfloat
|name      = Tile 2
|altname  = Jellyfloat Pool
|internal     = new_02_0.cnd
|internal = new_02_0.cnd
|linko    = https://www.youtube.com/watch?v=8H_HuzCUXc4&list=PL8270A5CCBAE70F4B&index=100
|linko    = https://www.youtube.com/watch?v=UvsOXzKYqs4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=56
|linkl    = https://www.youtube.com/watch?v=aODvh0KcKCY&index=101&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=Xp9mFAYQG1k&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=57
|caves    = [[Shower Room#Sublevel 2|Shower Room sublevels 2]], [[Shower Room#Sublevel 3|3]], and [[Shower Room#Sublevel 6|6]], [[Cavern of Chaos#Sublevel 9|Cavern of Chaos sublevel 9]], [[Dream Den#Sublevel 12|Dream Den sublevel 12]]
|caves    = [[Shower Room#Sublevel 2|Shower Room sublevels 2]], [[Shower Room#Sublevel 3|3]], and [[Shower Room#Sublevel 6|6]], [[Cavern of Chaos#Sublevel 9|Cavern of Chaos sublevel 9]], [[Dream Den#Sublevel 12|Dream Den sublevel 12]]
|challenge = [[The Giant's Bath#Sublevel 1|The Giant's Bath sublevel 1]]
|challenge = [[The Giant's Bath#Sublevel 1|The Giant's Bath sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


Named after this theme's simultaneous debut with the first [[Jellyfloat family|Jellyfloat]] encounter in the [[Shower Room]]. This theme is in 7/4 time signature, punched in by an electric piano playing a repetitious gesture that seems to mimic the movement of this theme's 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.
The rarer of the tile-themed compositions, this cave theme is in 7/8 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.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Rhodes electric piano''' and '''sawtooth synthesizer with wah-wah'''.
*'''Main version''': Electric piano and '''automatic wah synthesizer'''.
*'''Enemy mix''': Detuned organ-like synthesizer, playing the electric piano gesture at a different time and transposition.
*'''Enemy mix''': Detuned synthesizer, playing the electric piano gesture at a different time and transposition.
*'''Combat mix''': Drum kit.
*'''Combat mix''': Drum kit.
*'''Task mix''': '''Saw-wave synthesizer''', doubling the electric piano.
*'''Task mix''': Harpsichord-like synthesizer, doubling the electric piano.
*'''Treasure mix''': '''Saxophone-like synthesizer (with wah-wah filter)'''.
*'''Treasure mix''': Harpsichord-like synthesizer and '''filtered sawtooth synthesizer'''.


{{clear}}
{{clear}}


=== Toy ===
=== Toybox 1 ===
{{infobox track
{{infobox track
|name      = Toy
|name      = Toybox 1
|altname  = Glutton's Kitchen
|internal     = cavetsumiki_00_0.cnd
|internal = cavetsumiki_00_0.cnd
|linko    = https://www.youtube.com/watch?v=VcUQyQiJ_XU&list=PL8270A5CCBAE70F4B&index=102
|linko    = https://www.youtube.com/watch?v=-lBblmNVsbg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=38
|linkl    = https://www.youtube.com/watch?v=_VbW1l-QixA&index=103&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=yno1E_D_EhM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=39
|caves    = [[Glutton's Kitchen#Sublevel 1|Glutton's Kitchen sublevels 1]], [[Glutton's Kitchen#Sublevel 3|3]], and [[Glutton's Kitchen#Sublevel 5|5]], [[Dream Den#Sublevel 2|Dream Den sublevel 2]]
|caves    = [[Glutton's Kitchen#Sublevel 1|Glutton's Kitchen sublevels 1]], [[Glutton's Kitchen#Sublevel 3|3]], and [[Glutton's Kitchen#Sublevel 5|5]], [[Dream Den#Sublevel 2|Dream Den sublevel 2]]
|challenge = [[Lost Toy Box#Sublevel 1|Lost Toy Box sublevel 1]], [[Cryptic Cavern#Sublevel 1|Cryptic Cavern sublevel 1]]
|challenge = [[Lost Toy Box#Sublevel 1|Lost Toy Box sublevel 1]], [[Cryptic Cavern#Sublevel 1|Cryptic Cavern sublevel 1]]
|composer  = Hajime Wakai
}}
}}


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. This theme is also in 3/4 time signature, best established by the task and combat mixes.
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.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Log drum''', celeste, and oboe.
*'''Main version''': Toy trumpet, celeste, '''xylophone''', bamboo marimba, and taiko drum.
*'''Enemy mix''': High kalimba.
*'''Enemy mix''': High celeste.
*'''Combat mix''': Piccolo snare drum, triangle, tenor drums, and concert clash cymbals.
*'''Combat mix''': Bass drum, snare drum, tenor drum, crash cymbals, and triangle.
*'''Task mix''': Accordion, claves, and pizzicato strings.
*'''Task mix''': Accordion, granite blocks, and claves.
*'''Treasure mix''': '''Muted trumpet'''.
*'''Treasure mix''': '''Muted trumpet''', accordion, granite blocks, and claves.


{{clear}}
{{clear}}


=== Toy Railroad ===
=== Toybox 2 ===
{{infobox track
{{infobox track
|name      = Toy Railroad
|name      = Toybox 2
|altname  = Railroad Room
|internal     = new_08_0.cnd
|internal = new_08_0.cnd
|linko    = https://www.youtube.com/watch?v=qg73D79-Jp8&list=PL8270A5CCBAE70F4B&index=104
|linko    = https://www.youtube.com/watch?v=lz-JSMABqtw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=40
|linkl    = https://www.youtube.com/watch?v=5t6OoHUVP8A&list=PL8270A5CCBAE70F4B&index=105
|linkl    = https://www.youtube.com/watch?v=0W8VlhRiTNE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=41
|caves    = [[Glutton's Kitchen#Sublevel 2|Glutton's Kitchen sublevels 2]] and [[Glutton's Kitchen#Sublevel 4|4]]*
|caves    = [[Glutton's Kitchen#Sublevel 2|Glutton's Kitchen sublevels 2]] and [[Glutton's Kitchen#Sublevel 4|4]]*
|challenge = [[Lost Toy Box#Sublevel 2|Lost Toy Box sublevel 2]]
|challenge = [[Lost Toy Box#Sublevel 2|Lost Toy Box sublevel 2]]
|composer  = Kazumi Totaka
}}
}}


This simple theme accompanies one particular layout with a wooden toy railroad. The theme itself sounds toylike, and takes a much more chipper, less atonal mood than other themes in the game, or even in the [[Glutton's Kitchen]]. The organ gestures are randomly selected, but each gesture is so similar that the general melody easily becomes recognizable.
This simple theme only plays in toy-based sublevels, particularly in one layout with a wooden toy railroad. The theme itself sounds toylike, and takes a much more chipper, less atonal mood than other themes in the game, or even in the [[Glutton's Kitchen]]. The organ gestures are randomly selected, but each gesture is so similar that the general melody easily becomes recognizable.


<nowiki>*</nowiki>A [https://www.youtube.com/watch?v=jba2WjhHZAM&list=PLwyW5mbdZMGP4hZDf_mvHbXZUA5wb0O3r&index=36 variation of this theme] plays exclusively on the fourth sublevel of the [[Glutton's Kitchen]], with the internal name <code>new_08_1.cnd</code>. This version replaces the bell sound effect with a rapidly oscillating FM sound that occasionally skips notes. This unique corruption upon the original theme effectively removes its strongest tie to the railroad motif, and instead scores the presence of the sublevel's threatening [[Spotty Bulbear]].
<nowiki>*</nowiki>There is a slightly altered version of this theme (with the internal name <code>new_08_1.cnd</code>) that plays only in the fourth sublevel of the [[Glutton's Kitchen]]. Its structure and gestures are identical to the usual theme, except the anvil sound effect has been distorted through a very fast cutoff modulation filter.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''DX electronic organ''', '''{{w|Roland TR-808|TR-808}} congas''', and a '''panned railroad crossing bell''' (or an '''oscillating FM synth sample''' in the altered version).
*'''Main version''': '''Electronic organ''', drum machine congas, and a panned anvil sound.
*'''Enemy mix''': Jaw harp samples.
*'''Enemy mix''': Jaw harp samples.
*'''Combat mix''': {{w|Roland TR-808|TR-808}} snare rim click and hi-hat, and a kick drum from a {{w|Roland TR-909|TR-909}}.
*'''Combat mix''': Drum machine bass drum and hi-hat.
*'''Task mix''': Tambourine.
*'''Task mix''': Tambourine.
*'''Treasure mix''': Chiptune sawtooth wave.
*'''Treasure mix''': '''Chiptune sawtooth wave''' and tambourine.


{{clear}}
{{clear}}
Line 1,279: Line 1,142:
{{infobox track
{{infobox track
|name      = Giant Breadbug
|name      = Giant Breadbug
|internal = new_03_0.cnd
|internal     = new_03_0.cnd
|linko    = https://www.youtube.com/watch?v=eXOdvDaV0pQ&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=44
|linko    = https://www.youtube.com/watch?v=ym74xnaFs34&index=108&list=PL8270A5CCBAE70F4B
|linkl    = https://www.youtube.com/watch?v=-LqPU4132Xg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=45
|linkl    = https://www.youtube.com/watch?v=1LfCJ9x-y-I&index=109&list=PL8270A5CCBAE70F4B
|caves    = [[Glutton's Kitchen#Sublevel 6|Glutton's Kitchen sublevel 6]]
|caves    = [[Glutton's Kitchen#Sublevel 6|Glutton's Kitchen sublevel 6]]
|challenge = [[Snack Pit#Sublevel 1|Snack Pit sublevel 1]]
|challenge = [[Snack Pit#Sublevel 1|Snack Pit sublevel 1]]
|composer  = Kazumi Totaka
}}
}}


Heard in any sublevel containing a [[Giant Breadbug]]. Technically this is a boss theme since it is unique to the Giant Breadbug boss battle, but it functions like a cave theme in its randomness, and the player determines the changes in the music rather than the boss. Although the rhythms and structure of the theme are stable, the pitches selected to fill those rhythms are very random, across most of the instruments in the ensemble. The melody is similar to the group move fanfare played on baritone saxophone.
Heard in any sublevel containing a [[Giant Breadbug]]. Technically this is a boss theme since it is unique to the Giant Breadbug boss battle, but it functions like a cave theme in its randomness, and the player determines the changes in the music rather than the boss. Although the rhythms and structure of the theme are stable, the pitches selected to fill those rhythms are very random, across most of the instruments in the ensemble.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Modified bass piano samples''', '''hand cymbals''', '''baritone saxophone''', glassware clink, '''xylophone''', and an electric piano sample rising in pitch, resembling the sound made by a Pikmin ready to be [[throw]]n.
*'''Main version''': '''Baritone saxophone''', xylophone, modified piano, splash cymbal, {{w|agogô}}, and a sound effect resembling a Pikmin ready to be [[throw]]n.
*'''Enemy mix''': Modified clavinet.
*'''Enemy mix''': Modified clavinet.
*'''Combat mix''': {{w|Roland TR-909|TR-909}} bass drum and {{w|Roland TR-808|TR-808}} hi-hat, playing slightly off-beat.
*'''Combat mix''': Drum machine bass and cymbals, playing slightly off-beat.
*'''Task mix''': {{w|Roland TR-808|TR-808}} congas.
*'''Task mix''': N/A
*'''Treasure mix''': '''Filtered square-wave synthesizer'''.
*'''Treasure mix''': Filtered square-wave synthesizer and drum machine congas.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name      = Submerged Castle
|name      = Submerged Castle
|internal = kuro_pre.bms
|internal = kuro_pre.bms
|link     = https://www.youtube.com/watch?v=fL9lHzeNDgs&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=62
|link     = https://www.youtube.com/watch?v=N2Ikt9RJCNk&index=110&list=PL8270A5CCBAE70F4B
|caves    = [[Submerged Castle#Sublevel 1|Submerged Castle sublevels 1]], [[Submerged Castle#Sublevel 2|2]], [[Submerged Castle#Sublevel 3|3]], and [[Submerged Castle#Sublevel 4|4]]
|caves    = [[Submerged Castle#Sublevel 1|Submerged Castle sublevels 1]], [[Submerged Castle#Sublevel 2|2]], [[Submerged Castle#Sublevel 3|3]], and [[Submerged Castle#Sublevel 4|4]]
|challenge = None
|challenge = None
|composer  = Kazumi Totaka
}}
}}


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{{clear}}
{{clear}}


=== Flooded Stump ===
=== Hole of Heroes ===
{{infobox track
{{infobox track
|name      = Flooded Stump
|name      = Hole of Heroes
|altname  = Mystic Marsh
|linko    = https://www.youtube.com/watch?v=BngBNaB5Dnk&list=PL8270A5CCBAE70F4B&index=120
|internal  = new_01_0.cnd
|linkl    = https://www.youtube.com/watch?v=o_jOQTeGzsc&index=121&list=PL8270A5CCBAE70F4B
|linko    = https://www.youtube.com/watch?v=vPcjGugmKP4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=63
|linkl    = https://www.youtube.com/watch?v=zgiRigr64dU&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=64
|caves    = [[Hole of Heroes#Sublevel 6|Hole of Heroes sublevel 6]]
|caves    = [[Hole of Heroes#Sublevel 6|Hole of Heroes sublevel 6]]
|challenge = None
|challenge = None
|composer  = Kazumi Totaka
}}
}}


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. 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, tied with Toybox 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. Interestingly, the task mix is the tabla from "[[#Fire|Fire]]", which (along with the groove of enemy and combat mix) superimposes a 4/4 rhythm on the irregular gesture in celeste.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Sine-wave''', '''two chorused trombone-like synthesizers''', and '''synth bass'''.
*'''Main version''': Celeste, synth bass, and '''chorused synth brass lead'''.
*'''Enemy mix''': Sampled clavinet with touch wah.
*'''Enemy mix''': Electric piano and clavinet.
*'''Combat mix''': Processed drum kit.
*'''Combat mix''': Processed drum kit.
*'''Task mix''': Tabla drums.
*'''Task mix''': Tabla drums.
*'''Treasure mix''': Resonating and modulating flute synthesizer (that doubles the repeating gesture, not the melody).
*'''Treasure mix''': '''resonating and modulating synthesizer''' (that doubles the repeating gesture, not the melody) and tabla drums.
 
<nowiki>*</nowiki>Due to a [[Mistake#Broken Switch port instruments|mistake]], the trombone-like synthesizer is impossible to hear in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version.


{{clear}}
{{clear}}


=== Key Get (Challenge Mode) ===
=== Key (Challenge Mode) ===
{{infobox track
{{infobox track
|name      = Key Get (Challenge Mode)
|name      = Key (Challenge Mode)
|internal  = cavekeyget.cnd
|link      = https://www.youtube.com/watch?v=k9St988S3-A&list=PL8270A5CCBAE70F4B&index=154
|link      = https://www.youtube.com/watch?v=wckM2BkqkR8&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=132
|caves    = None
|caves    = None
|challenge = All
|challenge = All
|composer  = Hajime Wakai
}}
}}


No matter what sublevel is being explored in [[Challenge Mode (Pikmin 2)|Challenge Mode]], collecting [[The Key]] will yield this theme (unless the leaders are still actively engaging a boss, in which case the theme is heard when the boss is defeated). Although the random organ and trumpet gestures can convey many different chord progressions on their own, the steady piano playing A♭ keeps the progression of the whole piece sounding like a suspended D♭ progression. There is no resolution to D♭, so this theme actually gives the player a sense of tension to continue on to the next sublevel or the end of the cave, augmented by the ticking clock, of course. It should also be mentioned that this track yields no swing variation if Louie takes the lead.
No matter what sublevel is being explored in [[Challenge Mode (Pikmin 2)|Challenge Mode]], collecting [[The Key]] will yield this theme (unless the leaders are still actively engaging a boss, in which case the theme is heard when the boss is defeated). Although the random organ and trumpet gestures can convey many different chord progressions on their own, the steady piano playing A♭ keeps the progression of the whole piece sounding like a suspended D♭ progression. There is no resolution to D♭, so this theme actually gives the player a sense of tension to continue on to the next sublevel or the end of the cave, augmented by the ticking clock, of course.


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Talking drum beaten with a stick''', '''tonewheel organ''', '''trumpets''', and '''piano'''.
*'''Main version''': Trumpets, piano, '''tonewheel organ''', and talking drum beaten with a stick.
*'''Enemy mix''': French horns.
*'''Enemy mix''': Horn section.
*'''Combat mix''': Bass drum, tom-toms, and egg shaker.
*'''Combat mix''': Bass drum, hi-hat, and tom-toms.
*'''Task mix''': Congas, bongos, and bassoon.
*'''Task mix''': Bassoon, congas, and bongos.
*'''Treasure mix''': Very soft violins.
*'''Treasure mix''': Bassoon, congas, bongos, and '''very soft violins'''.
 
<nowiki>*</nowiki>The bass drum can only be heard if the current sublevel's song was either  ''[[#Soil 1|Soil 1]]'', ''[[#Soil 2|Soil 2]]'' or ''[[#Soil 3|Soil 3]]''. Due to an oversight, the bass drum sample is not automatically loaded into memory within Challenge Mode, so it must have already been loaded in from the previous song for it to sound.


== Bosses ==
== Bosses ==
The bosses of ''Pikmin 2'' have powerful engaging themes to enhance the experience of battling them. Most bosses share a common theme, but a few bosses featuring a twist in combat have unique themes. All boss themes (except the [[#Giant Breadbug|Giant Breadbug's theme]]) are dynamic based on the boss's actions, but rather than adding mixes to a constant boss theme, attacks are stressed by musical stingers that synchronize to the attack to the best degree of the theme's rhythm.
The bosses of ''Pikmin 2'' have powerful engaging themes to enhance the experience of battling them. Most bosses share a common theme, but a few bosses featuring a twist in combat have unique themes. All boss themes (expect the [[#Giant Breadbug|Giant Breadbug's theme]]) are dynamic based on the boss's actions, but rather than adding mixes to a constant boss theme, attacks are stressed by musical stingers that synchronize to the attack to the best degree of the theme's rhythm.


If a boss battle is triggered in the [[area|overworld]], the boss theme will only play if the active leader is near the boss. If multiple bosses are present in a [[cave]]'s sublevel, the boss theme will not play its usual ending until all bosses are defeated; defeating one boss will merely stop the boss theme until the next boss is triggered.
If a boss battle is triggered in the [[area|overworld]], the boss theme will only play if the active leader is near the boss. If multiple bosses are present in a [[cave]]'s sublevel, the boss theme will not play its usual ending until all bosses are defeated; defeating one boss will merely stop the boss theme until the next boss is triggered.
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{{infobox track
{{infobox track
|name  = Common boss battle
|name  = Common boss battle
|internal  = m_boss.bms
|link  = https://www.youtube.com/watch?v=mBCvuHkavAc&list=PL8270A5CCBAE70F4B&index=61
|link  = https://www.youtube.com/watch?v=glpNG82s2ak&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=65
|composer  = Hajime Wakai
}}
}}
Most of the bosses in ''Pikmin 2'' share this common theme, which stays in the F {{w|phrygian mode}} and {{w|aeolian mode}}, with a high B♭ constantly voiced in violins. Its instrumentation is orchestral but very brass-heavy, with grand gestures usually occurring contrapuntally between high trumpets and low horns. A modal melody generally trying to stay in background to the fight is played in cellos, violas, and trumpets, with an organ-like sound providing subtle dissonant harmony not unlike the harmony of [https://www.youtube.com/watch?v=7TO0N4KxzPE the Airship theme of ''Super Mario Bros. 3'']. The whole theme is in 5/8 time signature, pounded in by a bass drum and militaristic snare drum.
Most of the bosses in ''Pikmin 2'' share this common theme, which stays in the F {{w|phrygian mode}} and {{w|aeolian mode}} modes, with a high B♭ constantly voiced in violins. Its instrumentation is orchestral but very brass-heavy, with grand gestures usually occurring contrapuntally between high trumpets and low horns. A modal melody generally trying to stay in background to the fight is played in cellos, violas, and trumpets, with an organ-like sound providing subtle dissonant harmony not unlike the harmony of [https://www.youtube.com/watch?v=7TO0N4KxzPE the Airship theme of ''Super Mario Bros. 3'']. The whole theme is in 5/8 time signature, pounded in by a bass drum and militaristic snare drum.


The common boss theme has various cues used to accent boss attacks and moves. After any of these cues are heard (besides the ending cue), the normal boss theme resets in a smooth transition. This table details which boss moves trigger which cues in the theme.
The common boss theme has various cues used to accent boss attacks and moves. After any of these cues are heard (besides the ending cue), the normal boss theme resets in a smooth transition. This table details which boss moves trigger which cues in the theme.
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|-
|-
! [[Man-at-Legs]]
! [[Man-at-Legs]]
| Extending out gun|| Firing || || Shaking Pikmin off
| || Firing || || Shaking Pikmin off
|-
|-
! [[Ranging Bloyster]]
! [[Ranging Bloyster]]
| || || Swiping tongues || Shaking Pikmin off
| || || Swiping tongues || Shaking Pikmin off
|-
! [[Waterwraith]]
| || || Raising and slamming rollers || Shaking Pikmin off
|-
|-
! [[Segmented Crawbster]]
! [[Segmented Crawbster]]
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{{infobox track
{{infobox track
|name      = Attack preparation
|name      = Attack preparation
|internal  = m_boss.bms
|link      = https://www.youtube.com/watch?v=xVXQEXjFZGA&index=2&list=RDmBCvuHkavAc
|link      = https://youtu.be/glpNG82s2ak?list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&t=123
|composer  = Hajime Wakai
}}
}}
This loop is shortly heard when some bosses are preparing a particularly long and recognizable attack.
This loop is shortly heard when some bosses are preparing a particularly long and recognizable attack.
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{{infobox track
{{infobox track
|name      = Boss defeated
|name      = Boss defeated
|internal  = m_boss.bms
|link      = https://www.youtube.com/watch?v=WrFrPGQgg6k&index=3&list=RDmBCvuHkavAc
|link      = https://www.youtube.com/watch?v=glpNG82s2ak&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&t=189
|composer  = Hajime Wakai
}}
}}
This final cue plays as a boss falls, which is why all bosses have long death animations. The final chord is a {{w|Picardy third}}.
This final cue plays as a boss falls, which is why all bosses have long death animations. The final chord is a {{w|Picardy third}}.
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=== Waterwraith ===
=== Waterwraith ===
{{infobox track
{{infobox track
|name      = Waterwraith attacks
|name      = Waterwraith attacks
|internal  = kuro_post.bms
|internal  = kuro_post.bms
|link      = https://www.youtube.com/watch?v=IVwmW91YPxA&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=67
|link      = https://www.youtube.com/watch?v=U4L18dH42uI&list=PL8270A5CCBAE70F4B&index=112
|composer  = Kazumi Totaka
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name      = Waterwraith vulnerable
|name      = Waterwraith vulnerable
|altname  = The Waterwraith's Pathetic Escape
|link      = https://www.youtube.com/watch?v=tSWvL1gbgHI&index=113&list=PL8270A5CCBAE70F4B
|internal  = m_boss.bms
|link      = https://www.youtube.com/watch?v=uddWrk5TuzI&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&t=86
|composer  = Hajime Wakai
|header = y
|header = y
}}
}}
When the Waterwraith appears on the Submerged Castle's final sublevel, the normal boss theme plays as long as the Waterwraith has its rollers; the special attack cue chimes in whenever the Waterwraith shakes Pikmin off. But when the rollers are defeated, a false turn from the "boss defeated" cue becomes a remix of the boss theme in B♭, with horn squeaks (m2 intervals) and a parody of the original melody signaling that the threat of this boss has been nullified. The Waterwraith's defensive shake even has a unique cue during this time.
When the Waterwraith appears on the Submerged Castle's final sublevel, the normal boss theme plays as long as the Waterwraith has its rollers; the special attack cue chimes in whenever the Waterwraith shakes Pikmin off. But when the rollers are defeated, a false turn from the "boss defeated" cue becomes a remix of the boss theme in B♭, with horn squeaks and a parody of the original melody signaling that the threat of this boss has been nullified. The Waterwraith's defensive shake even has a unique cue during this time.
{|
{|
|{{listen|filename=Waterwraith Defense.ogg|title=Waterwraith defense}}
|{{listen|filename=Waterwraith Defense.ogg|title=Waterwraith defense}}
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{{infobox track
{{infobox track
|name=Main battle (4 treasures)
|name=Main battle (4 treasures)
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/392-fighting-the-titan-dweevil-4-weapons-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Main battle (3 treasures)
|name=Main battle (3 treasures)
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/393-fighting-the-titan-dweevil-3-weapons-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=2m18s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Main battle (2 treasures)
|name=Main battle (2 treasures)
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/394-fighting-the-titan-dweevil-2-weapons-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=3m20s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Main battle (1 treasure)
|name=Main battle (1 treasure)
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/395-fighting-the-titan-dweevil-1-weapon-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=4m21s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Main battle (no treasures)
|name=Main battle (no treasures)
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/401-fighting-the-titan-dweevil-no-weapons-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=5m30s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Titan Dweevil attack preparation
|name=Titan Dweevil attack preparation
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/396-fighting-the-titan-dweevil-preparing-a-weapon-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=0m57s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Monster Pump attack
|name=Monster Pump attack
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/397-fighting-the-titan-dweevil-monster-pump-attack-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=1m32s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Shock Therapist attack
|name=Shock Therapist attack
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/398-fighting-the-titan-dweevil-shock-therapist-attack-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=1m00s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Comedy Bomb attack
|name=Comedy Bomb attack
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/399-fighting-the-titan-dweevil-comedy-bomb-attack-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=1m15s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Flare Cannon attack
|name=Flare Cannon attack
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/400-fighting-the-titan-dweevil-flare-cannon-attack-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=1m52s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name=Titan Dweevil defeated
|name=Titan Dweevil defeated
|internal  = l_boss.bms
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/403-titan-dweevil-defeated-.mp3
|link=https://www.youtube.com/watch?v=YOlyaZLo7C0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=69&t=6m51s
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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== 2-Player Battle ==
== 2-Player Battle ==
The [[2-Player Battle]] mode in ''Pikmin 2'' is considered [[Canon|non-canonical]], and as such the music does not reflect the normal compositional style in the main game. Instead, the overarching theme of 2-Player Battle is a quirky, tonal, and subtly bellicose theme with many instruments and a generally frivolous air. Generally, the music of this mode suggesting friendly combat is much more accessible than the main game's unfriendly combat, in order to accommodate for any skill level of the players.
The [[2-Player Battle]] mode in ''Pikmin 2'' is considered [[Canon|non-canonical]], and as such the music does not reflect the normal compositional style in the main game. Instead, the overarching theme of 2-Player Battle is a quirky, tonal, and subtly bellicose theme with many instruments and a generally frivolous air. Generally, the music of this mode suggesting friendly combat is much more accessible than the main game's unfriendly combat, in order to accommodate for any skill level of the players.
{{infobox track
|name =Battle loading
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/409-2-player-mode-loading.mp3
|header = y
}}
Heard when a 2-Player battle is loading. A simple xylophone playing major thirds over a diminished 7 pattern builds small tension for the battle as the rules are read, almost like a small clock ticking up to the battle start.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name =Battle start
|name =Battle start
|internal  =ReadyGo_Battle.ast
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/410-start-2-player-mode-.mp3
|link =https://www.youtube.com/watch?v=LH2MB5pq860&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=120
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
Heard when a 2-Player battle begins. A brass section, timpani, and clash cymbals play a fanfare for opening the battle, but rather than sounding militaristic, the brass section sounds like jazz brass playing big band hits. This drives home the lighthearted triviality of the battle, yet still builds enough tension to prepare the two players for competition.
Heard when a 2-Player battle begins. A brass section, timpani, and crash cymbals play a fanfare for opening the battle, but rather than sounding militaristic, the brass section sounds like jazz brass playing big band hits. This drives home the lighthearted triviality of the battle, yet still builds enough tension to prepare the two players for competition.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name =Battle theme
|name =Battle theme
|internal  =battle_t.bms
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/411-2-player-mode-battle-.mp3
|link =https://www.youtube.com/watch?v=LH2MB5pq860&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=120&t=0m04s
|composer  =Kazumi Totaka
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Cupid's Grenade
|name =Cupid's Grenade
|internal  =battle_t.bms
|linko =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/412-olimar-carrying-cherry-2-player-mode-.mp3
|linko =https://www.youtube.com/watch?v=LH2MB5pq860&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=120&t=1m03s
|linkl =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/413-louie-carrying-cherry-2-player-mode-.mp3
|linkl =https://www.youtube.com/watch?v=tPJ1CR1YDPk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=121&t=1m02s
|composer  =Kazumi Totaka
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Pikmin combatting
|name =Pikmin combatting
|internal  =battle_t.bms
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/414-pikmin-attack-player-2-player-mode-.mp3
|link =https://www.youtube.com/watch?v=LH2MB5pq860&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=120&t=1m54s
|composer  =Kazumi Totaka
|header = y
|header = y
}}
}}
Heard when both sides' Pikmin are attacking each other, or attacking [[leader]]s. A hard bass drum and clash cymbal add intensity to the mix as combat engages. The music does not vary based on leader, however.
Heard when both sides' Pikmin are attacking each other, or attacking [[leader]]s. A hard bass drum and crash cymbal add intensity to the mix as combat engages. The music does not vary based on leader, however.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name =Three yellow marbles collected
|name =Three yellow marbles collected
|internal  =battle_t.bms
|linko =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/415-olimar-one-marble-left-2-player-mode-.mp3
|linko =https://www.youtube.com/watch?v=LH2MB5pq860&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=120&t=2m45s
|linkl =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/416-louie-one-marble-left-2-player-mode-.mp3
|linkl =https://www.youtube.com/watch?v=tPJ1CR1YDPk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=121&t=2m45s
|composer  =Kazumi Totaka
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Player wins
|name =Player wins
|internal  =ff_vs_tgetOW.w.32.c4.ast / ff_vs_tgetLW.w.32.c4.ast
|linko =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/417-olimar-wins-2-player-mode-.mp3
|linko =https://www.youtube.com/watch?v=-Y1Vi7VrfkM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=121
|linkl =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/419-louie-wins-2-player-mode-.mp3
|linkl =https://www.youtube.com/watch?v=nYPqkJGRwz4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=122
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Pikmin extinction default
|name =Pikmin extinction default
|internal  =ff_vs_annihiOW.w.32.c4.ast / ff_vs_annihiLW.w.32.c4.ast
|linko =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/425-olimar-pikmin-extinction-2-player-mode-.mp3
|linko =https://www.youtube.com/watch?v=y9y9FwoGp_E&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=127
|linkl =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/426-louie-pikmin-extinction-2-player-mode-.mp3
|linkl =https://www.youtube.com/watch?v=jyPV4GOVteM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=128
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Leader damage default
|name =Leader damage default
|internal  =ff_vs_pdownOW.w.32.c4.ast / ff_vs_pdownLW.w.32.c4.ast
|linko =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/422-olimar-down-2-player-mode-.mp3
|linko =https://www.youtube.com/watch?v=bS1bfk5uqtw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=124
|linkl =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/423-louie-down-2-player-mode-.mp3
|linkl =https://www.youtube.com/watch?v=ia_eUaMfTSg&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=125
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
Heard when the opposing leader takes too much damage and falls. Dissonant muted 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.
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.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name =Marble draw
|name =Marble draw
|internal  =ff_vs_tgetDR.w.32.c4.ast
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/421-marble-draw-2-player-mode-.mp3
|link =https://www.youtube.com/watch?v=TzhRB5QYnUc&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=123
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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{{infobox track
{{infobox track
|name =Pikmin extinction draw
|name =Pikmin extinction draw
|internal  =ff_vs_annihiDR.w.32.c4.ast
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/427-pikmin-extinction-draw-2-player-mode-.mp3
|link =https://www.youtube.com/watch?v=a4O1ZL5UO98&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=129
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}
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{{infobox track
{{infobox track
|name =Leader damage draw
|name =Leader damage draw
|internal  =ff_vs_pdownDR.w.32.c4.ast
|link =http://downloads.khinsider.com/game-soundtracks/album/pikmin-2/424-players-down-draw-2-player-mode-.mp3
|link =https://www.youtube.com/watch?v=Adu_z2dLyzM&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=126
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
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.
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.


{{clear}}
{{clear}}


== Minor jingles ==
== Minor jingles ==
These small jingles are treated as sound effects rather than musical tracks. They often indicate specific in-game events, but do not interrupt gameplay itself.
These small jingles indicate specific in-game events, but do not interrupt gameplay itself.


{{clear}}
{{clear}}
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|name=Final Floor!
|name=Final Floor!
|internal=FinalFloor.ast
|internal=FinalFloor.ast
|link=https://www.youtube.com/watch?v=2MDJ6XsMdzE&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=92
|link=https://www.youtube.com/watch?v=-eYHkURcpps&list=PL8270A5CCBAE70F4B&index=37
|composer  =Hajime Wakai
|header = y
|header = y
}}
}}
Heard after gameplay begins on the final sublevel of a cave. This drastically intense jingle immediately builds tension about what could lie on the [[final floor]]. The jingle is mostly synthesized bass jumping up intervals and stepping down half-steps, which makes it bear a slight, uncanny, and perhaps intended resemblance to part of the [https://www.youtube.com/watch?v=c0SuIMUoShI underground theme] in ''[[mariowiki:Super Mario Bros.|Super Mario Bros.]]''.
Heard after gameplay begins on the final sublevel of a cave. This drastically intense jingle immediately builds tension about what could lie on the final floor. The jingle is mostly synthesized bass jumping up intervals and stepping down half-steps, which makes it bear a slight, uncanny, and perhaps intended resemblance to part of the [https://www.youtube.com/watch?v=c0SuIMUoShI underground theme] in ''[[mariowiki:Super Mario Bros.|Super Mario Bros.]]''.


{{clear}}
{{clear}}


;<span id="Battle loading">''Battle loading''</span>:
;<span id="Group move">''Group move''</span>:
Heard when a 2-Player battle is loading. Over a roaring fire, a simple marimba playing major thirds over a diminished 7 pattern builds small tension for the battle as the rules are read, almost like a small clock ticking up to the battle start.
Heard when the player directs Pikmin using [[group move]]. Like [[Music in Pikmin#Group Move|the first game's group move 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]], an oboe 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.


;<span id="Swarm">''Swarm''</span>:
;<span id="Monologue">''Monologue''</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 bassoon plays the jingle in F.
All monologues in the game are introduced with a four-note jingle of C♯, A, B, E. The key never changes, but depending on who is giving the monologue, the instrument playing the jingle changes. [[Olimar's notes]] and [[Olimar's journal]] begin with Olimar's instrument, the oboe. [[Louie's notes]] begin with a clarinet. The [[ship's dialogs]] and [[sales pitch]]es begin with a synthesized bell. [[Mail]] from the President or the [[Minor characters#The President's wife|the President's wife]] begins with bassoon. Any mail from [[Minor characters#Olimar's family|Olimar's family]] or [[Minor characters#Louie's family|Louie's family]] and any [[Mail#After debt repaid|spam mail]] begins with a sine-wave-like instrument.
 
;<span id="Monolog">''Monolog''</span>:
All monologs in the game are introduced with a four-note jingle of C♯, A, B, E. The key never changes, but depending on who is giving the monolog, the instrument playing the jingle changes. [[Olimar's notes]] and [[Olimar's journal]] begin with a saxophone. [[Louie's notes]] begin with a clarinet. The [[ship's dialogs]] and [[sales pitch]]es begin with a synthesized bell. [[Mail]] from the President or the [[Minor characters#The President's wife|the President's wife]] begins with bassoon. Any mail from [[Minor characters#Olimar's family|Olimar's family]] or [[Minor characters#Louie's family|Louie's family]] and any [[Mail#After debt repaid|spam mail]] begins with a sine-wave-like instrument.


;<span id="Obstacle removed">''Obstacle removed''</span>:
;<span id="Obstacle removed">''Obstacle removed''</span>:
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music in Pikmin#Obstacle removed|the first game's obstacle jingle]] in that its structure resembles the {{w|Charge (fanfare)|charge fanfare}}. However, the last note is different from the previous game: it is a non-diatonic #4 scale degree, making the whole jingle sound odd and even comical, since the expected ending gets slightly bent.
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music in Pikmin#Obstacle Removed|the first game's obstacle jingle]] in that its structure resembles the {{w|Charge (fanfare)|charge fanfare}}. However, the last note is different from the previous game: it is a non-diatonic #4 scale degree, making the whole jingle sound odd and even comical, since the expected ending gets slightly bent.


;<span id="Daytime chimes">''Daytime chimes''</span>:
;<span id="Daytime chimes">''Daytime chimes''</span>:
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound, to accent the significant amount of time that has passed. At noon, the handbell and a chime on tubular bells plays, rather like a church bell in a clock tower. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by Olimar's whistle sound and a tubular bell playing a chime similar to the ''{{w|Westminster Quarters}}'' half-hour chime, which in Japanese schools represents the beginning or end of a period. The handbell sound also signals 30 increments left on the time meter in [[Challenge Mode (Pikmin 2)|Challenge Mode]].
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound, to accent the significant amount of time that has passed. At noon, the handbell and a chime on tubular bells plays, rather like a church bell in a clock tower. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by Olimar's whistle sound and a tubular bell playing a chime similar to the ''{{w|Westminster Quarters}}'' half-hour chime, which in Japanese schools represents the beginning or end of a period. The handbell sound also signals 30 increments left on the time meter in [[Challenge Mode]].


;<span id="Pellet Posy flower">''Pellet Posy flower''</span>:
;<span id="Pellet Posy flower">''Pellet Posy flower''</span>:
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{{clear}}
{{clear}}


== 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. 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}}
The enemy mix is usually much more simple, and plays when the player is nearing an enemy. The combat mix, however, is much more dynamic, and will only play when enemies are performing certain actions or animations.


{| class="wikitable sortable"
{|class="wikitable sortable"
!Icon
!Icon
!Name
!Name
!Description
!Description
|-
|-
|style="text-align:center"|{{icon|Anode Beetle||32px}}
|style="text-align:center"|{{icon|Anode Beetle|nosize=7}}
|[[Anode Beetle]]
|[[Anode Beetle]]
|Combat mix plays when the Anode Beetle is preparing to discharge electricity, and is discharging.
|Combat mix plays when the Anode Beetle is preparing to discharge electricity, and is discharging.
|-
|-
|style="text-align:center"|{{icon|Anode Dweevil||32px}}
|style="text-align:center"|{{icon|Anode Dweevil|nosize=y}}
|[[Anode Dweevil]]
|[[Anode Dweevil]]
|Combat mix plays when the Anode Dweevil is running away.
|Combat mix plays when the Anode Dweevil is running away.
|-
|-
|style="text-align:center"|{{icon|Antenna Beetle||32px}}
|style="text-align:center"|{{icon|Antenna Beetle|nosize=y}}
|[[Antenna Beetle]]
|[[Antenna Beetle]]
|Combat mix will play once the Antenna Beetle successfully uses its whistle-like move, and will continue to play until the Antenna Beetle jumps away. Additionally, the enemy mix will only play when the Antenna Beetle is grounded.
|Combat mix will play once the Antenna Beetle successfully uses its whistle-like move, and will continue to play until the Antenna Beetle jumps away. Additionally, the enemy mix will only play when the Antenna Beetle is grounded.  
|-
|-
|style="text-align:center"|{{icon|Armored Cannon Larva||32px}}
|style="text-align:center"|{{icon|Armored Cannon Beetle Larva|nosize=y}}
|[[Armored Cannon Larva|Armored Cannon Beetle Larva]] (buried)
|[[Armored Cannon Beetle Larva]] (Buried)
|Combat mix plays when the Armored Cannon Beetle Larva has noticed the leader/Pikmin and is above ground.
|Combat mix plays when the Armored Cannon Beetle Larva has noticed the Captain/Pikmin and is above ground.
|-
|-
|style="text-align:center"|{{icon|Armored Cannon Larva||32px}}
|style="text-align:center"|{{icon|Armored Cannon Beetle Larva|nosize=y}}
|[[Armored Cannon Larva|Armored Cannon Beetle Larva]] (free)
|[[Armored Cannon Beetle Larva]] (Free)
|Combat mix plays when the Armored Cannon Beetle Larva is firing a boulder.
|Combat Mix plays when the Armored Cannon Beetle Larva is firing a boulder.
|-
|-
|style="text-align:center"|{{icon|Beady Long Legs||32px}}
|style="text-align:center"|[[File:Beady_Long_Legs_icon.png|40px]]
|[[Beady Long Legs]]
|[[Beady Long Legs]]
|The enemy mix can be heard when the player is nearing the boss' spawning location, before the Beady Long Legs is active. Afterwards, the enemy and combat mix both play for the duration the Beady Long Legs is active. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The enemy and combat mix can both be heard throughout the sublevel. Additionally, before the player has triggered the boss, the enemy mix can be heard when the player is nearing the boss' spawning location.
|-
|-
|style="text-align:center"|{{icon|Bulbmin||32px}}
|style="text-align:center"|{{icon|Bulbmin|nosize=y}}
|[[Bulbmin]]
|[[Bulbmin]]
|Combat mix plays when the Bulbmin has noticed the leader/Pikmin and is actively following them.
|Combat mix plays when the Bulbmin has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Bulborb Larva||32px}}
|style="text-align:center"|{{icon|Bulborb Larva|nosize=y}}
|[[Bulborb Larva]]
|[[Bulborb Larva]]
|Combat mix plays when the Bulborb Larva is eating a Pikmin.
|Combat mix plays when the Bulborb Larva is eating a Pikmin.
|-
|-
|style="text-align:center"|{{icon|Bumbling Snitchbug||32px}}
|style="text-align:center"|{{icon|Bumbling Snitchbug|nosize=y}}
|[[Bumbling Snitchbug]]
|[[Bumbling Snitchbug]]
|Combat mix plays when the Bumbling Snitchbug is attempting to grab a leader, is currently holding one, or is being pummeled by Pikmin.
|Combat mix plays when the Bumbling Snitchbug is attempting to grab a Captain, is currently holding one, or is being pummeled by Pikmin.
|-
|-
|style="text-align:center"|{{icon|Burrowing Snagret||32px}}
|style="text-align:center"|{{icon|Careening Dirigibug|nosize=y}}
|[[Burrowing Snagret]]
|[[Careening Dirigibug]]
|The enemy and combat mix play whenever the Burrowing Snagret is above ground. Can't be heard normally since the boss music is usually playing.
|Combat mix plays when the Careening Dirigibug is holding a Bomb-rock, or is being pummeled by Pikmin.
|-
|-
|style="text-align:center"|{{icon|Careening Dirigibug||32px}}
|style="text-align:center"|{{icon|Caustic Dweevil|nosize=y}}
|[[Careening Dirigibug]]
|[[Caustic Dweevil]]
|Combat mix plays when the Careening Dirigibug is holding a [[bomb-rock]], or is being pummeled by Pikmin.
|Combat mix plays when the Caustic Dweevil is running away.  
|-
|-
|style="text-align:center"|{{icon|Cloaking Burrow-nit||32px}}
|style="text-align:center"|{{icon|Cloaking Burrow-nit|nosize=y}}
|[[Cloaking Burrow-nit]]
|[[Cloaking Burrow-nit]]
|Combat mix plays when the Cloaking Burrow-nit is unearthed.
|Combat mix plays when the Cloaking Burrow-nit is unearthed. Enemy mix plays regardless of whether it is burrowed or not.  
|-
|-
|style="text-align:center"|{{icon|Creeping Chrysanthemum||32px}}
|style="text-align:center"|{{icon|Creeping Chrysanthemum|nosize=y}}
|[[Creeping Chrysanthemum]]
|[[Creeping Chrysanthemum]]
|Combat mix plays when the Creeping Chrysanthemum is following the leader/Pikmin. Additionally, the enemy mix only plays when the Creeping Chrysanthemum is in its awakened state.
|Combat mix plays when the Creeping Chrysanthemum is following the Captain/Pikmin. Additionally, the enemy mix only plays when the Creeping Chrysanthemum is in its awakened state.
|-
|-
|style="text-align:center"|{{icon|Decorated Cannon Beetle||32px}}
|style="text-align:center"|{{icon|Decorated Cannon Beetle|nosize=y}}
|[[Decorated Cannon Beetle]]
|[[Decorated Cannon Beetle]]
|Combat mix plays when the Decorated Cannon Beetle is firing a boulder.
|Combat mix plays when the Decorated Cannon Beetle is firing a boulder.
|-
|-
|style="text-align:center"|{{icon|Dwarf Bulbear||32px}}
|style="text-align:center"|{{icon|Dwarf Bulbear|nosize=y}}
|[[Dwarf Bulbear]]
|[[Dwarf Bulbear]]
|Combat mix plays when the Dwarf Bulbear is biting and eating Pikmin.
|Combat mix plays when the Dwarf Bulbear has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Dwarf Orange Bulborb||32px}}
|style="text-align:center"|{{icon|Dwarf Orange Bulborb|nosize=y}}
|[[Dwarf Orange Bulborb]]
|[[Dwarf Orange Bulborb]]
|Combat mix plays when the Dwarf Orange Bulborb has noticed the leader/Pikmin and is actively following them.
|Combat Mix plays when the Dwarf Orange Bulborb has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Dwarf Bulborb||32px}}
|style="text-align:center"|{{icon|Dwarf Red Bulborb|nosize=y}}
|[[Dwarf Bulborb|Dwarf Red Bulborb]]
|[[Dwarf Red Bulborb]]
|Combat mix plays when the Dwarf Red Bulborb has noticed the leader/Pikmin and is actively following them.
|Combat mix plays when the Dwarf Red Bulborb has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Emperor Bulblax||32px}}
|style="text-align:center"|[[File:Emperor_Bulblax_icon.png|40px]]
|[[Emperor Bulblax]]
|[[Emperor Bulblax]]
|The enemy and combat mix play whenever the Emperor Bulblax is active and not hiding. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The enemy and combat mix can both be heard throughout the sublevel.
|-
|-
|style="text-align:center"|{{icon|Empress Bulblax||32px}}
|style="text-align:center"|[[File:Empress_Bulblax_icon.png|40px]]
|[[Empress Bulblax]]
|[[Empress Bulblax]]
|Combat mix plays a second before the Empress Bulblax gives birth, then fades out, and will fade back in a second before the Empress Bulblax gives birth again. The combat mix also plays whenever the Empress Bulblax is rolling or is attempting to shake off Pikmin. Can't be heard normally since the boss music is usually playing.
|Combat mix plays a second before the Empress Bulblax gives birth, then fades out, and will fade back in a second before the Empress Bulblax gives birth again. This is repeated until the Empress Bulblax is defeated. The boss music replaces the combat and enemy mix when the player is close to the boss.
|-
|-
|style="text-align:center"|{{icon|Female Sheargrub||32px}}
|style="text-align:center"|{{icon|Female Sheargrub|nosize=y}}
|[[Female Sheargrub]]
|[[Female Sheargrub]]
|Combat mix plays when the Female Sheargrub is unearthed. The enemy mix doesn't play when it's burrowed.
|Combat mix plays the Female Sheargrub is unearthed. The enemy mix doesn't play when it's burrowed.
|-
|-
|style="text-align:center"|{{icon|Fiery Blowhog||32px}}
|style="text-align:center"|{{icon|Fiery Blowhog|nosize=y}}
|[[Fiery Blowhog]]
|[[Fiery Blowhog]]
|Combat mix plays when the Fiery Blowhog has noticed the leader/Pikmin and is targeting them.
|Combat mix plays the Fiery Blowhog has noticed the Captain/Pikmin and is targeting them.
|-
|-
|style="text-align:center"|{{icon|Fiery Bulblax||32px}}
|style="text-align:center"|[[File:Fiery_Bulblax_icon.png|40px]]
|[[Fiery Bulblax]]
|[[Fiery Bulblax]]
|Combat mix plays when the Fiery Bulblax has noticed the leader/Pikmin and is actively following them. Fades away when returning to its home.
|Combat mix plays the Fiery Bulblax has noticed the Captain/Pikmin and is actively following them. Fades away when returning to its home.
|-
|-
|style="text-align:center"|{{icon|Fiery Dweevil||32px}}
|style="text-align:center"|{{icon|Fiery Dweevil|nosize=y}}
|[[Fiery Dweevil]]
|[[Fiery Dweevil]]
|Combat mix plays when the Fiery Dweevil is running away.
|Combat mix plays when the Fiery Dweevil is running away.
|-
|-
|style="text-align:center"|{{icon|Gatling Groink||32px}}
|style="text-align:center"|{{icon|Gatling Groink|nosize=y}}
|[[Gatling Groink]] (Both stationary or free)
|[[Gatling Groink]] (Both variants)
|Combat mix plays when the Gatling Groink has noticed the leader/Pikmin and is fighting them.
|Combat mix plays when the Gatling Groink has noticed the Captain/Pikmin and is fighting them.
|-
|-
|style="text-align:center"|{{icon|Greater Spotted Jellyfloat||32px}}
|style="text-align:center"|{{icon|Greater Spotted Jellyfloat|nosize=y}}
|[[Greater Spotted Jellyfloat]]
|[[Greater Spotted Jellyfloat]]
|Combat mix plays when the Greater Spotted Jellyfloat has noticed the leader/Pikmin and is actively following them.
|Combat mix plays the Greater Spotted Jellyfloat has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Hairy Bulborb||32px}}
|style="text-align:center"|{{icon|Hairy Bulborb|nosize=y}}
|[[Hairy Bulborb]]
|[[Hairy Bulborb]]
|Combat mix plays when the Hairy Bulborb has noticed the leader/Pikmin and is actively following them. Fades away when returning to its home.
|Combat mix plays the Hairy Bulborb has noticed the Captain/Pikmin and is actively following them. Fades away when returning to its home.
|-
|-
|style="text-align:center"|{{icon|Hermit Crawmad||32px}}
|style="text-align:center"|{{icon|Hermit Crawmad|nosize=y}}
|[[Hermit Crawmad]]
|[[Hermit Crawmad]]
|Combat mix only plays when the Hermit Crawmad is lunging forward for Pikmin.
|Combat mix plays when the Hermit Crawmad is lunging for Pikmin. Does not play when its retreating.
|-
|style="text-align:center"|{{icon|Hydro Dweevil||32px}}
|[[Hydro Dweevil]]
|Combat mix plays when the Hydro Dweevil is running away.
|-
|-
|style="text-align:center"|{{icon|Lesser Spotted Jellyfloat||32px}}
|style="text-align:center"|{{icon|Lesser Spotted Jellyfloat|nosize=y}}
|[[Lesser Spotted Jellyfloat]]
|[[Dwarf Red Bulborb]]
|Combat mix plays when the Lesser Spotted Jellyfloat has noticed the leader/Pikmin and is actively following them.
|Combat mix plays the Lesser Spotted Jellyfloat has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Male Sheargrub||32px}}
|style="text-align:center"|{{icon|Male Sheargrub|nosize=y}}
|[[Male Sheargrub]]
|[[Male Sheargrub]]
|Combat mix plays when the Male Sheargrub is unearthed. The enemy mix doesn't play when it's burrowed.
|Combat mix plays the Male Sheargrub is unearthed. The enemy mix doesn't play when it's burrowed.
|-
|-
|style="text-align:center"|{{icon|Mamuta||32px}}
|style="text-align:center"|{{icon|Mamuta|nosize=y}}
|[[Mamuta]]
|[[Mamuta]]
|Combat mix plays when the Mamuta is dashing towards the player, or attacking the player or their Pikmin.
|Combat mix plays when the Mamuta is dashing towards the player, or attacking the player or his/her Pikmin.
|-
|-
|style="text-align:center"|{{icon|Man-at-Legs||32px}}
|style="text-align:center"|[[File:Man-at-Legs_icon.png|40px]]
|[[Man-at-Legs]]
|[[Man-at-Legs]]
|The enemy mix can be heard when the player is nearing the boss' spawning location, before the Man-at-Legs is active. Afterwards, the enemy and combat mix both play for the duration the Man-at-Legs is active. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The enemy and combat mix can both be heard throughout the sublevel. Additionally, before the player has triggered the boss, the enemy mix can be heard when the player is nearing the boss' spawning location.
|-
|-
|style="text-align:center"|{{icon|Mitite||32px}}
|style="text-align:center"|{{icon|Mitite|nosize=y}}
|[[Mitite]]
|[[Mitite]]
|Combat and enemy mix plays when the Mitites are unearthed. Will also play after spawning from the [[Raging Long Legs]] or an [[egg]]/[[Honeywisp]]. Enemy mix only plays when unearthed.
|Combat and enemy mix plays when the Mities are unearthed. Will also play after spawning from the Raging Long Legs or an Egg/Honeywisp. Enemy mix only plays when unearthed.
|-
|-
|style="text-align:center"|{{icon|Munge Dweevil||32px}}
|style="text-align:center"|{{icon|Munge Dweevil|nosize=y}}
|[[Munge Dweevil]]
|[[Munge Dweevil]]
|Combat mix plays when the Munge Dweevil is running away.
|Combat mix plays when the Munge Dweevil is running away.
|-
|-
|style="text-align:center"|{{icon|Orange Bulborb||32px}}
|style="text-align:center"|{{icon|Orange Bulborb|nosize=y}}
|[[Orange Bulborb]]
|[[Orange Bulborb]]
|Combat mix plays when the Orange Bulborb has noticed the leader/Pikmin and is actively following them. Fades away when returning to its home.
|Combat mix plays the Orange Bulborb has noticed the Captain/Pikmin and is actively following them. Fades away when returning to its home.
|-
|style="text-align:center"|{{icon|Pileated Snagret||32px}}
|[[Pileated Snagret]]
|The enemy and combat mix play whenever the Pileated Snagret is above ground. Can't be heard normally since the boss music is usually playing.
|-
|-
|style="text-align:center"|{{icon|Puffy Blowhog||32px}}
|style="text-align:center"|{{icon|Puffy Blowhog|nosize=y}}
|[[Puffy Blowhog]]
|[[Puffy Blowhog]]
|Combat mix plays when the Puffy Blowhog has noticed the leader/Pikmin and is actively following them.
|Combat mix plays the Puffy Blowhog has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Raging Long Legs||32px}}
|style="text-align:center"|[[File:Raging_Long_Legs_icon.png|40px]]
|[[Raging Long Legs]]
|[[Raging Long Legs]]
|The enemy mix can be heard when the player is nearing the boss' spawning location, before the Raging Long Legs is active. Afterwards, the enemy and combat mix both play for the duration the Raging Long Legs is active. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The Enemy and combat mix can both be heard throughout the sublevel. Additionally, before the player has triggered the boss, the Enemy mix can be heard when the player is nearing the boss' spawning location.
|-
|-
|style="text-align:center"|{{icon|Ranging Bloyster||32px}}
|style="text-align:center"|[[File:Ranging_Bloyster_icon.png|40px]]
|[[Ranging Bloyster]]
|[[Ranging Bloyster]]
|The combat mix plays whenever the Ranging Bloyster is targeting a leader. The enemy mix plays whenever the player is near the boss. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The combat mix never plays for the Ranging Bloyster, just the enemy mix. Since the AI is shared with the Toady Bloyster, this is also the same for that enemy.
|-
|-
|style="text-align:center"|{{icon|Ravenous Whiskerpillar||32px}}
|style="text-align:center"|{{icon|Ravenous Whiskerpillar|nosize=y}}
|[[Ravenous Whiskerpillar]]
|[[Ravenous Whiskerpillar]]
|Combat mix and enemy mix always play at the same time. Plays whenever the Ravenous Whiskerpillar is active, such as moving towards berries, eating berries, being attacked, and retreating.
|Combat mix and enemy mix always play at the same time. Plays whenever the Ravenous Whiskerpillar is active, such as moving towards berries, eating berries, being attacked, and retreating.
|-
|-
|style="text-align:center"|{{icon|Bulborb||32px}}
|style="text-align:center"|{{icon|Red Bulborb|nosize=y}}
|[[Bulborb|Red Bulborb]]
|[[Red Bulborb]]
|Combat mix plays when the Red Bulborb has noticed the leader/Pikmin and is actively following them. Fades away when returning to its home.
|Combat mix plays the Red Bulborb has noticed the Captain/Pikmin and is actively following them. Fades away when returning to its home.
|-
|-
|style="text-align:center"|{{icon|Segmented Crawbster||32px}}
|style="text-align:center"|[[File:Segmented_Crawbster_icon.png|40px]]
|[[Segmented Crawbster]]
|[[Segmented Crawbster]]
|The enemy mix can be heard when the player is nearing the boss' spawning location, and when near the Segmented Crawbster itself. The combat mix plays whenever the Segmented Crawbster is rolling or swiping its arm after being flipped over. Can't be heard normally since the boss music is usually playing.
|Normally, the Boss theme will be playing. On sublevels that aren't muted, if the player walks far enough, the Boss music will fade out and the normal cave theme will resume. The enemy mix can both be heard throughout the sublevel. Additionally, before the player has triggered the boss, the enemy mix can be heard when the player is nearing the boss' spawning location. The combat mix also briefly plays when the Segmented Crawbster swipes its arm.
|-
|-
|style="text-align:center"|{{icon|Shearwig||32px}}
|style="text-align:center"|{{icon|Shearwig|nosize=y}}
|[[Shearwig]]
|[[Shearwig]]
|Combat mix plays when the Shearwig is unearthed or flying. The enemy mix doesn't play when it's burrowed.
|Combat mix plays when the Shearwig is unearthed or flying. The enemy mix doesn't play when it's burrowed.
|-
|-
|style="text-align:center"|{{icon|Skitter Leaf||32px}}
|style="text-align:center"|{{icon|Skitter Leaf|nosize=y}}
|[[Skitter Leaf]]
|[[Skitter Leaf]]
|Combat and enemy mix will only play when the Skitter Leaf is in its "awakened" state.
|Combat and enemy mix will only play when the Skitter Leaf is in its "awakened" state.
|-
|-
|style="text-align:center"|{{icon|Snow Bulborb||32px}}
|style="text-align:center"|{{icon|Snow Bulborb|nosize=y}}
|[[Snow Bulborb]]
|[[Snow Bulborb]]
|Combat mix plays when the Snow Bulborb has noticed the leader/Pikmin and is actively following them.
|Combat mix plays when the Snow Bulborb has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Spotty Bulbear||32px}}
|style="text-align:center"|{{icon|Spotty Bulbear|nosize=y}}
|[[Spotty Bulbear]]
|[[Spotty Bulbear]]
|Combat mix plays when the Spotty Bulbear has noticed the leader/Pikmin and is actively following them.
|Combat mix plays when the Spotty Bulbear has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Swooping Snitchbug||32px}}
|style="text-align:center"|{{icon|Swooping Snitchbug|nosize=y}}
|[[Swooping Snitchbug]]
|[[Swooping Snitchbug]]
|Combat mix plays when the Swooping Snitchbug is attempting to grab Pikmin, is currently holding one, or is being pummeled by Pikmin.
|Combat mix plays when the Swooping Snitchbug is attempting to grab Pikmin, is currently holding one, or is being pummeled by Pikmin.
|-
|-
|style="text-align:center"|{{icon|Toady Bloyster||32px}}
|style="text-align:center"|{{icon|Toady Bloyster|nosize=y}}
|[[Toady Bloyster]]
|[[Toady Bloyster]]
|The enemy mix plays whenever the player is near the enemy. No combat mix whatsoever, likely due to the Toady Bloyster and Ranging Bloyster being coded internally as the same enemy.
|The combat mix never plays for the Toady Bloyster. Since the AI is shared with the Ranging Bloyster, this is also the same for that boss.
|-
|-
|style="text-align:center"|{{icon|Volatile Dweevil||32px}}
|style="text-align:center"|{{icon|Volatile Dweevil|nosize=y}}
|[[Volatile Dweevil]]
|[[Volatile Dweevil]]
|Combat mix plays when the Volatile Dweevil is chasing the player.
|Combat mix plays when the Volatile Dweevil is chasing the player.
|-
|-
|style="text-align:center"|{{icon|Water Dumple||32px}}
|style="text-align:center"|{{icon|Water Dumple|nosize=y}}
|[[Water Dumple]]
|[[Water Dumple]]
|Combat mix plays when the Water Dumple has noticed the leader/Pikmin and is actively following them. Fades away when returning to its home.
|Combat mix plays the Water Dumple has noticed the Captain/Pikmin and is actively following them. Fades away when returning to its home.
|-
|-
|style="text-align:center"|{{icon|Waterwraith||32px}}
|style="text-align:center"|[[File:Waterwraith_icon.png|40px]]
|[[Waterwraith]]
|[[Waterwraith]]
|Enemy mix plays when the Waterwraith is stunned from Purple Pikmin (in either form), and when it is trying to catch its breath. No combat mix whatsoever.
|Enemy mix plays when the Waterwraith is frozen from the Purple Pikmin (in either form), and when it is trying to catch its breath.
|-
|-
|style="text-align:center"|{{icon|Watery Blowhog||32px}}
|style="text-align:center"|{{icon|Watery Blowhog|nosize=y}}
|[[Watery Blowhog]]
|[[Watery Blowhog]]
|Combat mix plays when the Watery Blowhog has noticed the leader/Pikmin and is targeting them.
|Combat mix plays the Watery Blowhog has noticed the Captain/Pikmin and is targeting them.
|-
|-
|style="text-align:center"|{{icon|Withering Blowhog||32px}}
|style="text-align:center"|{{icon|Withering Blowhog|nosize=y}}
|[[Withering Blowhog]]
|[[Withering Blowhog]]
|Combat mix plays when the Withering Blowhog has noticed the leader/Pikmin and is actively following them.
|Combat mix plays the Withering Blowhog has noticed the Captain/Pikmin and is actively following them.
|-
|-
|style="text-align:center"|{{icon|Wogpole||32px}}
|style="text-align:center"|{{icon|Wogpole|nosize=y}}
|[[Wogpole]]
|[[Wogpole]]
|Combat mix only plays when the Wogpole is in water.
|Combat mix only plays when the Wogpole is in water.
|-
|-
|style="text-align:center"|{{icon|Wollywog||32px}}
|style="text-align:center"|{{icon|Wollywog|nosize=y}}
|[[Wollywog]]
|[[Wollywog]]
|Combat mix plays when the Wollywog has noticed the leader/Pikmin and is targeting them.
|Combat mix plays when the Wollywog has noticed the Captain/Pikmin and is targeting them.
|-
|-
|style="text-align:center"|{{icon|Yellow Wollywog||32px}}
|style="text-align:center"|{{icon|Yellow Wollywog|nosize=y}}
|[[Yellow Wollywog]]
|[[Yellow Wollywog]]
|Combat mix plays when the Yellow Wollywog has noticed the leader/Pikmin and is targeting them.
|Combat mix plays when the Yellow Wollywog has noticed the Captain/Pikmin and is targeting them.
|}
|}
{{clear}}
== ''Pikmin Puzzle Cards e+'' ==
The music in the ''Pikmin Puzzle Card'' mini-games for the [[e-Reader]] are mostly renditions of songs from ''Pikmin 2''. These pieces of music in particular are exclusive to Japan, as accessing the mini-games requires the GameCube, e-Reader, and copy of ''Pikmin 2'' to all be Japanese versions.
{{clear}}
{{infobox track
|name=Card level select
|link=https://www.youtube.com/watch?v=d6PLTwf1dT8&list=PLwyW5mbdZMGMD6DRCWgCcTWgp_678351V&index=1
|composer  =Hajime Wakai
|header = y
}}
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 drone 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 partially appears in an obscure [https://youtu.be/-QYR86VMF4w?t=75 Japanese trailer] for the game.
{{clear}}
{{infobox track
|name=Plucking Pikmin
|link=https://www.youtube.com/watch?v=-Fk0icZFFyc&list=PLwyW5mbdZMGMD6DRCWgCcTWgp_678351V&index=2
|composer  =Hajime Wakai
|header = y
}}
Heard in any of the "Plucking Pikmin" mini-games. This is simply a rendition of the [[#Challenge Mode menu|Challenge Mode menu theme]]. The mini-games lack the threat of a clock and allow the player to complete the puzzles at their own pace, so a dynamic theme that changes intensity throughout likely isn't desired.
{{clear}}
{{infobox track
|name=Marching Pikmin
|link=https://www.youtube.com/watch?v=t984N4f9WsA&list=PLwyW5mbdZMGMD6DRCWgCcTWgp_678351V&index=3
|composer  =Hajime Wakai
|header = y
}}
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''. The e-Reader's crude instrument set also helps depict these mini-games as more playful.
{{clear}}
{{infobox track
|name=Connecting Pikmin
|link=https://www.youtube.com/watch?v=aYNafpHt1PA&list=PLwyW5mbdZMGMD6DRCWgCcTWgp_678351V&index=4
|composer  =Hajime Wakai
|header = y
}}
Heard in any of the "Connecting Pikmin" mini-games. These mini-games reuse the [[#Valley of Repose|Valley of Repose's theme]]. Since wandering enemies are uniquely present in these levels, the theme's complex progression helps convey some uncertainty.


{{clear}}
{{clear}}


== Trivia ==
== Trivia ==
*Depending on the Pikmin in the player's group, and what treasures remain in the area or sublevel, the Pikmin will [[Easter egg#Singing|sing]] different melodies.
*When any size group of Pikmin is following a leader above ground, the group will chant three grunts as though singing a marching chant. When any size group of Pikmin is following a leader below ground, the group will sing or hum the ''Pikmin 2'' motif. When specifically 20 of each type of Pikmin are following a leader, the group of 100 will sing or hum ''[[Ai no Uta]]'', the song featured in the commercial for [[Pikmin (game)|the first game]].
*When a [[Lesser Spotted Jellyfloat]] is idling, it hums a short tune from the C minor 7 scale.{{cite youtube|gomN9RyR8jc|showcasing the Lesser Spotted Jellyfloat's humming}} This is most likely just a small secret.
*When a [[Lesser Spotted Jellyfloat]] is idling, it seems to hum a randomized tune from the C minor 7 scale. This is most likely just a small secret.
*Individual notes in cave music are played in real-time, as evidenced by the fact that sustained sounds will carry over into the beginnings of cutscenes.
*Although the main game music is global and does not exist in the physical game world, the music's volume will decrease when the [[Camera#Pikmin and Pikmin 2|camera is at ground level]], suggesting the idea that the camera and source of music are a finite distance from the leaders.
*Although the main game music is global and does not exist in the physical game world, the music's volume will decrease when the [[Camera#Pikmin and Pikmin 2|camera is at ground level]], suggesting the idea that the camera and source of music are a finite distance from the leaders.
*''Key Get'' and ''Metal 2'' (the Secret Testing Range version) are the only two tracks in the game to not have a tempo-reduced version when a leader's health drops to 50%, since these tracks are exclusive to Challenge Mode, where this musical alteration is absent.
*There are two places in the game where one can hear [[Totaka's song]], a secret jingle added by the game's composer Kazumi Totaka.


{{clear}}
{{clear}}


== References ==
== See also ==
{{refs}}
*[[Music]]
*[[Music in Pikmin|Music in ''Pikmin'']]
*[[Music in Pikmin 3|Music in ''Pikmin 3'']]


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{{featured|{{date|1|August|2015}}|{{date|1|October|2015}}}}


{{music}}
[[Category:Music]]

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