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{{game icons|p2=y}}{{page title| Music in ''Pikmin 2''}}
{{page title| Music in ''Pikmin 2''}}
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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.  
*Document the eReader songs.
}}
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'' does not have an official album, unlike {{p1}} did with [[Pikmin World]]. Although the [[Credits#Pikmin 2|credits]] of ''Pikmin 2'' seem to suggest that Hajime Wakai was the sole composer of the music, a number of songs are actually by Kazumi Totaka instead. All the compositions of this game consist wholly of synthesized sounds or samples attempting to mimic real instruments. Hajime Wakai recorded most of these samples off 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 used samples from the [[Assets used in the Pikmin series#Yamaha S90|Yamaha S90]].


== Composers ==
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. Additionally, the lists of songs in the various "trackMap" files, located in both the <code>/user/Wakai</code> and <code>/user/Totaka</code> folders respectively, also seem to attribute some songs to one of the two different 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 ==
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Heard in the [[bonuses menu]]. This is a simple playful waltz played on {{w|Calliope (music)|steam calliope}}, an instrument that was usually reserved for circus acts or riverboats but could sometimes find itself at a theatre in the early 20th century. Eventually joined by 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 [[bonuses menu]]. This is a simple playful waltz played on {{w|Calliope (music)|steam calliope}}, an instrument that was usually reserved for circus acts or riverboats but could sometimes find itself at a theatre in the early 20th century. Eventually joined by accordion, electric bass, and a simple bass drum and snare kit, the tune becomes a sort of polka waltz. However, this polka section was probably not considered likely to be heard; not much time is spent in the Bonuses menu.


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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 [[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 [[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.
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.
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Heard after the opening cinema during a new game. This intro to PNF-404 begins with the Hocotatian motif as the ship flies in for a landing. The hits by tree branches are {{w|Mickey Mousing|Mickey-moused}}, or synced exactly with the music. Specifically, they are synced with strings playing {{w|Col legno|''col legno''}}, until a bell and chromatically descending flute match Louie's ejection from the ship. Chromatic 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.


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Heard any time the ship gives information to the player unrelated to any recent discovery. This seems to be the cutscene score on which all other [[Ship's dialogs|ship dialog cutscene scores]] are based. The introduction during which the catalyst of the dialog occurs is a simple melody on 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.


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Heard when a new type of Pikmin is discovered. This theme is quite multi-layered; it has marimba and trumpet playing a call and response of the ''Pikmin 2'' motif, underneath which a celeste and 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.


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Heard whenever a normal [[treasure]] or the first [[Burgeoning Spiderwort|berry]] of one type is brought to the ship or [[Hocotate ship#Research pod|research pod]]. This little orchestral iteration of the Hocotate motif is heard the most out of any iteration. It is followed by a small and high 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).


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Heard at the end of a day on which no treasures have been collected. This skeleton of the end of day theme has a much less intense muted trumpet and accordion 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.


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{{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=rQUssISO_co&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=108
|composer=Hajime Wakai
|composer=Hajime Wakai
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Heard at the automatic end of a day on which a [[Pikmin extinction]] has occurred or both leaders have [[Leader#Leader is down|fallen]]. A vibraphone and organ bass play the end of day theme over A minor, which devolves into a descending cello line and ending. The only percussion instruments in this version of the theme are a 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 clash cymbals.


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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.


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*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 becomes 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 a Pikmin death has occurred today and the number of the Pikmin in the field is less than 10, the main 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.


These changes can also occur to cave themes.
These changes can also occur to cave themes. In this article, emboldened instrument names are considered the main instruments.


=== Valley of Repose ===
=== Valley of Repose ===
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'''Instruments'''
'''Instruments'''
*'''Main version''': Harp, pizzicato cellos, '''synth handbells''', and sleigh bells.
*'''Main version''': Harp, pizzicato cellos, '''synth handbells''', and sleigh bells.
*'''Enemy mix''': Harpsichord.
*'''Enemy mix''': Modified harpsichord sample.
*'''Combat mix''': Concert clash cymbals, concert bass drum, hi-hat, tom-tom set, and timpani.
*'''Combat mix''': Concert clash cymbals, concert bass drum, hi-hat, tom-tom set, and timpani.
*'''Task mix''': Log drum.
*'''Task mix''': Log drum.
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*'''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. However, hacking the game to insert a [[Burgeoning Spiderwort]] into the stage will trigger 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}}


<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 ===
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*'''Main version''': Violins, french horns, trumpets, '''trombones''', '''oboe''', and '''marimba'''.
*'''Main version''': Violins, french horns, trumpets, '''trombones''', '''oboe''', and '''marimba'''.
*'''Enemy mix''': Electric-guitar-like synthesizer.
*'''Enemy mix''': Electric-guitar-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''': 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.
*'''Task mix''': Timpani, trombones, flutes, and strings.
*'''Task mix''': Timpani, trombones, flutes, and strings.
*'''Treasure mix''': '''Piccolo'''.
*'''Treasure mix''': '''Piccolo'''.
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'''Instruments'''
'''Instruments'''
*'''Main version''': Bell synthesizer, '''piano''', chorused electric guitar, '''vocal synthesizer''', and triangle.
*'''Main version''': Bell synthesizer, '''piano''', electric guitar (chorus effect), '''vocal synthesizer''', and triangle.
*'''Enemy mix''': Kalimba.
*'''Enemy mix''': Kalimba.
*'''Combat mix''': Concert bass drum, timbales, shaker, ride cymbal (bell), claves, cowbell, and crash cymbal.
*'''Combat mix''': Concert bass drum, timbales, shaker, ride cymbal (bell), claves, cowbell, and crash cymbal.
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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 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.


'''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''': Electric guitar with distortion (used as a drone), sitar, acoustic guitar ensemble, flutes (with notable chiff), waterphone, and '''solo contrabass'''.
*'''Enemy mix''': Modified guitar sample, played very high.
*'''Enemy mix''': Modified guitar sample, played very high.
*'''Combat mix''': Timpani, and distorted snare drum, timbale shell, and tom-tom samples.
*'''Combat mix''': Timpani, and distorted snare drum and timbale shell samples.
*'''Task mix''': Piano, double bass, and hi-hat.
*'''Task mix''': Piano, double bass, and hi-hat.
*'''Treasure mix''': '''Accordion''' and '''celeste'''.
*'''Treasure mix''': '''Accordion''' and '''celeste'''.
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*'''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.
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, there is a special version of the sunset track. The melody in it is played on instruments similar to the main Wistful Wild theme (flutes and such). This version only plays through once at the beginning of sundown, and when the song loops, it uses the standard all-music box version from there on out. 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). Several of these themes have multiple variants, which feature a slightly different melody, different instrument, or both. The cave themes are different from the area themes in that they are minimalistic and randomly generated, to reflect the more minimalistic and random layout of cave floors. Specifically, normal cave themes have very few instruments playing at once, and the main instruments either have preset rhythms and select randomly from a pitch set, or (more usually) have preset samples that play on randomly selected beats. That being said, the music will still dynamically add mixes to reflect parameters in gameplay. These parameters are the same as the [[#Areas|area themes]], but since there are no Burgeoning Spiderworts underground and since the time of [[day]] has no impact inside caves, there are no Spiderwort mixes or Sunset versions of these themes. The selection of a cave theme for a certain sublevel seems to depend on the design and content of the sublevel, although this happens more noticeably with some themes than with others; in Challenge Mode this is even less of a priority. Additionally, for some reason the music heard in Challenge Mode will lack the tempo reduction when a leader's health drops to 50%. The reason for this is unknown.
 
The 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 and developer comments leftover within <code>/user/Totaka/trackMap_Cond_T.txt</code>. Also, the recordings of these themes are recordings of single iterations; the themes are random and will not play the same way twice in-game.
The list of themes below is in a reasonable main-game order: [[Emergence Cave]], [[Hole of Beasts]], [[White Flower Garden]], [[Citadel of Spiders]], [[Bulblax Kingdom]], [[Snagret Hole]], [[Subterranean Complex]], [[Frontier Cavern]], [[Shower Room]], [[Glutton's Kitchen]], [[Submerged Castle]], [[Cavern of Chaos]], [[Hole of Heroes]], [[Dream Den]]. It should be noted that any names for these themes are conjectural; the themes in this list draw influence from the internal names and developer comments leftover within <code>/user/Totaka/trackMap_Cond_T.txt</code>. Also, the recordings of these themes are recordings of single iterations; the themes are random and will not play the same way twice in-game.
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Heard in any [[rest sublevel]]. This music is probably the most random in the game; although the pitches are mostly chosen out of the diatonic D-major scale (with the occasional A♯/B♭on the bass sine-waves), their order is random and their timing is random. Although enemies can appear on rest sublevels, they do not trigger any additions to the theme. The only addition made is when a treasure is being carried in a rest sublevel, such as the [[Brute Knuckles]] or the [[Lost Gyro Block]]. 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♭on the bass sine-waves), their order is random and their timing is random. Although enemies can appear on rest sublevels, they do not trigger any additions to the theme. The only addition made is when a treasure is being carried in a rest sublevel, such as the [[Brute Knuckles]] or the [[Lost Gyro Block]]. The main organ-like synthesizer used in ''[[#Emergence Cave 1|Emergence Cave 1]]'' also reappears, though the attack and release of the sound has been extended greatly.


'''Instruments'''
'''Instruments'''
*'''Main version''': Bass sine-waves, organ-like synthesizer (with very long attack and release), and chorused sine-wave pads.
*'''Main version''': Bass sine-waves, organ-like synthesizer (with very long attack and release), and chorused sine-wave pads.
*'''Task mix''': Pulse-waves (with a modulating wah-wah filter added).
*'''Task mix''': Sawtooth-waves (with a modulating wah-wah filter added).


{{clear}}
{{clear}}
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'''Instruments'''
'''Instruments'''
*'''Main version''': Gliding tuba-like synthesizer, pizzicato violas, trumpets, '''bass drum''', and decaying sawtooth synthesizer.
*'''Main version''': Gliding tuba-like synthesizer, pizzicato violas, trumpets, '''bass drum''', and decaying sawtooth synthesizer.
*'''Enemy mix''': Harpsichord.
*'''Enemy mix''': Modified harpsichord sample.
*'''Combat mix''': Tom-toms, timpani, and snare drum.
*'''Combat mix''': Tom-toms, timpani, and snare drum.
*'''Task mix''': Tonewheel organ and brushed snare drum.
*'''Task mix''': Tonewheel organ and brushed snare drum.
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*'''Main version''': '''Bass extension of a marimba''', conga, cowbell, low glockenspiel, and electric piano synthesizer.
*'''Main version''': '''Bass extension of a marimba''', conga, cowbell, low glockenspiel, and electric piano synthesizer.
*'''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}} splash cymbal, distorted timbale shell sample, conga, supertumba, {{w|Roland_CR-78|CR-78}} hi-hat, and gated timpani.
*'''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}}, {{w|Roland_CR-78|CR-78}} hi-hat, and pizzicato violins and violas.
*'''Treasure mix''': '''Bell synthesizer'''.
*'''Treasure mix''': '''Bell synthesizer'''.


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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>An [https://www.youtube.com/watch?v=JR8KeDcGIKs&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=134 alternate version 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>. 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 in this version.


'''Instruments'''
'''Instruments'''
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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.
<nowiki>*</nowiki>An [https://youtu.be/zs1A6LBKpmE alternate version 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>.


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


Caves often tend to include more purposely synthetic-sounding instruments, since the landscape is likewise more unfamiliar than general [[area]] terrain. Although instruments in cave themes may sound like a particular natural instrument, there are timbres that distinguish this instrument as synthesized. For example, the main instrument here mimics a trombone, but still has enough differences in attack and cutoff to be an independent sound. 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 same tabla groove from "[[#Fire|Fire]]" is used here, but it is now an electronic sound. The bass tabla from the aforementioned song has been replaced by the same bass sound used in ''[[#Emergence Cave 2|Emergence Cave 2]]''.
 
Bizarrely, in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch]] version of ''Pikmin 2'', the samples for this song's lead instrument are missing. Because this synthesizer is also used for the melody of the ''[[#Flooded Stump|Flooded Stump]]'' theme, both songs are now lacking their main melodic element.


'''Instruments'''
'''Instruments'''
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*'''Task mix''': Bass drum and bongo.
*'''Task mix''': Bass drum and bongo.
*'''Treasure mix''': Bell synthesizer.
*'''Treasure mix''': Bell synthesizer.
<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}}
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}}
}}


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.
As another example of synthetic instruments mimicking their real-life counterparts, the main melodic wind instrument in this piece is 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.


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.
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''': '''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).
*'''Enemy mix''': Bass clarinet.
*'''Enemy mix''': Bass clarinet.
*'''Combat mix''': '''Chime-like synthesizer''' and drum kit.
*'''Combat mix''': '''Chime-like synthesizer''' and drum kit.
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*'''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''': Violin-like synthesizer, wood blocks, '''[https://www.youtube.com/watch?v=uvRgWASqRKY tingsha]''', and [https://www.youtube.com/watch?v=OftdeE1pTeA udu].
*'''Enemy mix''': Gamelan.
*'''Enemy mix''': Gamelan.
*'''Combat mix''': Metal bowl and [https://www.youtube.com/watch?v=0BON1hkygaw davul].
*'''Combat mix''': Choked cymbal and [https://www.youtube.com/watch?v=0BON1hkygaw davul].
*'''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''': '''Drum sticks''' and '''dulcitar'''.
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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>An [https://www.youtube.com/watch?v=yvv8ZJXGBY0&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=54 alternate version 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.


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


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]]. This theme's noticable 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''', '''harpsichord''', and harp.
*'''Enemy mix''': Pitched metallic "bong" sound effects.
*'''Enemy mix''': Tuned steel shell.
*'''Combat mix''': Hand cymbals, and Native American drum and shaker.
*'''Combat mix''': Native American drum, shaker and splash cymbal.
*'''Task mix''': [https://www.youtube.com/watch?v=gjJ7EBjhh-s Maman] and wood blocks.
*'''Task mix''': [https://www.youtube.com/watch?v=gjJ7EBjhh-s Maman] and wood blocks.
*'''Treasure mix''': '''Celeste'''.
*'''Treasure mix''': '''Celeste'''.
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}}
}}


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


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Steel drum''', water drop samples, and electric piano synthesizer.
*'''Main version''': '''Steel drum''', water drop foley samples, and electric piano synthesizer.
*'''Enemy mix''': Vibraphone.
*'''Enemy mix''': Vibraphone.
*'''Combat mix''': Snare drum, bass drum (raised in pitch), distorted snare drum, distorted tom-tom, and distorted timbale shell.
*'''Combat mix''': Snare drum, bass drum (raised in pitch), distorted snare drum, distorted tom-tom, and distorted timbale shell.
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|altname  = Jellyfloat Pool
|altname  = Jellyfloat Pool
|internal  = new_02_0.cnd
|internal  = new_02_0.cnd
|linko    = https://www.youtube.com/watch?v=UvsOXzKYqs4&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=56
|linko    = https://www.youtube.com/watch?v=_WpVvCsqpQw&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=60
|linkl    = https://www.youtube.com/watch?v=Xp9mFAYQG1k&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=57
|linkl    = https://www.youtube.com/watch?v=pe43ENy1avk&list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw&index=61
|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]]
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}}
}}


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


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


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. Like "Tile", the task mix seems to suggest this piece's time signature to be in 3/4.


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


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>An [https://www.youtube.com/watch?v=jba2WjhHZAM&list=PLwyW5mbdZMGP4hZDf_mvHbXZUA5wb0O3r&index=36 alternate version 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 anvil sound effect with rapidly oscillating FM synth sample (not unlike a small vibrating spring). This new instrument plays from a larger range of randomly selected pitches, and may even occasionally skips notes.


'''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''': '''DX electronic organ''', '''{{w|Roland_TR-808|TR-808}} congas''', and a '''panned anvil sound''' (or an '''oscillating FM synth sample''' in the altered version).
*'''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''': {{w|Roland_TR-808|TR-808}} snare rim click and hi-hat, and a kick drum from a {{w|Roland_TR-909|TR-909}}.
*'''Task mix''': Tambourine.
*'''Task mix''': Tambourine.
*'''Treasure mix''': Chiptune sawtooth wave.
*'''Treasure mix''': Chiptune sawtooth wave.
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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. The melody is similar to the group move fanfare played on baritone saxophone.
<nowiki>*</nowiki>The task mix can never be heard without the treasure mix playing, as every area the Giant Breadbug is present on has no way of triggering the task mix alone.


'''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''': '''Modified bass piano samples''', '''splash cymbal''', '''baritone saxophone''', {{w|agogô}}, '''xylophone''', and an electric piano sample rising in pitch, resembling the sound made by 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''': {{w|Roland_TR-909|TR-909}} bass drum and {{w|Roland_TR-808|TR-808}} hi-hat, playing slightly off-beat.
*'''Task mix''': {{w|Roland TR-808|TR-808}} congas.
*'''Task mix''': {{w|Roland_TR-808|TR-808}} congas.
*'''Treasure mix''': '''Filtered square-wave synthesizer'''.
*'''Treasure mix''': '''Filtered square-wave synthesizer'''.
{{clear}}
{{clear}}


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}}
}}


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


'''Instruments'''
'''Instruments'''
*'''Main version''': '''Sine-wave''', '''two chorused trombone-like synthesizers''', and '''synth bass'''.
*'''Main version''': '''Sine-wave''', '''trombone-like synthesizers''', and '''synth bass'''.
*'''Enemy mix''': Sampled clavinet with touch wah.
*'''Enemy mix''': Sampled clavinet with touch wah.
*'''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 flute synthesizer (that doubles the repeating gesture, not the melody).
<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}}
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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. It should also be mentioned that this track yields no swing variation if Louie takes the lead.
Due to an oversight, 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]]''. The bass drum sample is not automatically loaded into memory upon collecting The Key, so it must have already been loaded in from the previous song for it to sound.


'''Instruments'''
'''Instruments'''
Line 1,355: Line 1,350:
*'''Task mix''': Congas, bongos, and bassoon.
*'''Task mix''': Congas, bongos, and bassoon.
*'''Treasure mix''': Very soft violins.
*'''Treasure mix''': 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 ==
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! [[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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|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.


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}}
Heard in the instance that both sides simultaneously lose all their Pikmin. A stripped-down version of the normal Pikmin extinction default theme plays on solo xylophone and 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.


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Heard in the instance that both leaders take too much damage and fall. A stripped-down version of the normal leader damage default theme plays on xylophone, 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.


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== 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 are often treated as sound effects. They indicate specific in-game events, but do not interrupt gameplay itself.


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;<span id="Swarm">''Swarm''</span>:
;<span id="Swarm">''Swarm''</span>:
Heard when the player directs Pikmin using [[swarm]]. Like [[Music in Pikmin#Swarm|the first game's swarm jingle]], this jingle has a bugle call structure reminiscent of the {{w|Assembly (bugle call)|assembly call}}. However, unlike the first game, this jingle has three sections instead of two, and while the first section is tonal and coherent, the latter two sections take radical turns into atonal patterns. The end of the third section eventually brings the melodic line back to the beginning key, so that the loop can begin again. The current leader determines the key and instrument of the jingle. For [[Captain Olimar]], a toy horn plays the jingle in E. For [[Louie]], a clarinet plays the jingle in G. For [[the President]], a bassoon plays the jingle in F.
Heard when the player directs Pikmin using [[swarm]]. Like [[Music in Pikmin#Swarm|the first game's swarm jingle]], this jingle has a bugle call structure reminiscent of the {{w|Assembly (bugle call)|assembly call}}. However, unlike the first game, this jingle has three sections instead of two, and while the first section is tonal and coherent, the latter two sections take radical turns into atonal patterns. The end of the third section eventually brings the melodic line back to the beginning key, so that the loop can begin again. The current leader determines the key and instrument of the jingle. For [[Captain Olimar]], a toy horn plays the jingle in E. For [[Louie]], a clarinet plays the jingle in G. For [[the President]], a low bassoon plays the jingle in F.


;<span id="Monolog">''Monolog''</span>:
;<span id="Monolog">''Monolog''</span>:
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== Enemy and combat mix causes ==
== Enemy and combat mix causes ==
As explained [[#Areas|above]], area and cave themes dynamically change according to several factors, like interaction with enemies. 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}}
As explained [[#Areas|above]], area and cave themes dynamically change according to several factors, like interaction with enemies. In that case, there are two mixes: the "enemy" mix, that is usually much simpler and plays when the player is nearing an enemy, and the "combat" mix, which is much more diverse and will only play when enemies are performing certain actions or animations. This table explains the reasons for the combat mix, as well as extra notes about either the enemy mix or combat mix.{{cite youtube|yvSxqvDJ9bo|of a hacked game that better shows off the enemy and combat mix triggers for bosses}}


{| class="wikitable sortable"
{|class="wikitable sortable"
!Icon
!Icon
!Name
!Name
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|style="text-align:center"|{{icon|Toady Bloyster||32px}}
|style="text-align:center"|{{icon|Toady Bloyster||32px}}
|[[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 enemy mix plays whenever the player is near the enemy. No combat mix whatsoever.
|-
|-
|style="text-align:center"|{{icon|Volatile Dweevil||32px}}
|style="text-align:center"|{{icon|Volatile Dweevil||32px}}
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|style="text-align:center"|{{icon|Waterwraith||32px}}
|style="text-align:center"|{{icon|Waterwraith||32px}}
|[[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 stunned from 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||32px}}
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|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 leader/Pikmin and is targeting them.
|}
|}
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== ''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.
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{{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.
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{{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.
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{{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.


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*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.
*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 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 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.
*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.
*''Key'' 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.
*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.


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