Editing Music in Pikmin 2

Jump to navigation Jump to search
You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{game icons|p2=y}}
{{game icons|p2=y}}
{{page title| Music in ''Pikmin 2''}}
{{page title| Music in ''Pikmin 2''}}
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'' 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 ==
Line 121: Line 115:
|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 [[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.
Line 561: Line 555:
|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. This unique rendition of the treasure collection theme replaces the horns and woodwinds with a harpsichord and ringing bell, representing the large golden key itself.


{{clear}}
{{clear}}
Line 703: Line 697:
'''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.
Line 709: Line 703:
*'''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.
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.


<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}}
<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}}
Line 749: Line 743:


'''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.
Line 768: Line 762:
}}
}}


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'''.
Line 872: Line 866:
'''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}}
Line 915: Line 909:
'''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.
Line 1,007: Line 1,001:
}}
}}


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]]''.
 
Strangely, the sample data for the trombone-like synthesizer is missing in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version. This same issue also occurs with the main instrument in ''[[#Flooded Stump|Flooded Stump]]''.


'''Instruments'''
'''Instruments'''
Line 1,015: Line 1,011:
*'''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}}
Line 1,055: Line 1,049:
}}
}}


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'''
Line 1,129: Line 1,121:
*'''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'''.
Line 1,171: Line 1,163:
}}
}}


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 hand cymbals.
*'''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'''.
Line 1,194: Line 1,186:
}}
}}


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.
Line 1,210: Line 1,202:
|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]]
Line 1,217: Line 1,209:
}}
}}


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'''
Line 1,240: Line 1,232:
}}
}}


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'''
Line 1,265: Line 1,257:
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 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.


<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>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 looming [[Spotty Bulbear]].


'''Instruments'''
'''Instruments'''
Line 1,324: Line 1,316:
}}
}}


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.
 
Strangely, the sample data for the trombone-like synthesizer is missing in the [[Pikmin 2 (Nintendo Switch)|Nintendo Switch port]], resulting in this song being melody-less in that version. This same issue also occurs with the main instrument in ''[[#Concrete 1|Concrete 1]]''.


'''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}}
Line 1,356: Line 1,348:
*'''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.
<nowiki>*</nowiki>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.


== Bosses ==
== Bosses ==
Line 2,028: Line 2,020:
|header = y
|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.
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 droning bass instrument, 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 appears in an obscure [https://youtu.be/-QYR86VMF4w?t=75 Japanese trailer] for the game.


{{clear}}
{{clear}}
Line 2,038: Line 2,030:
|header = y
|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.
Heard in any of the "Plucking Pikmin" mini-games. This rendition of the [[#Challenge Mode menu|Challenge Mode menu theme]] is also fitting for the steady solving a puzzle. As there is no time limit, nor any uncertain danger from moving enemies, the music does not need to change its intensity in this instance either; a loss is usually the result of hasty planning from the player.


{{clear}}
{{clear}}
Line 2,048: Line 2,040:
|header = y
|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.
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'', but in puzzle-like format. The e-Reader's simplified instrument set also helps portray these mini-games as non-serious.


{{clear}}
{{clear}}
Line 2,058: Line 2,050:
|header = y
|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.
Heard in any of the "Connecting Pikmin" mini-games. Originally playing upon the snowy landscape, the complex progression of the [[#Valley of Repose|Valley of Repose's theme]] is repurposed to help convey some uncertainty regarding the Pikmin's safety, as the stages in these mini-games can contain wandering enemies.


{{clear}}
{{clear}}

Please note that all contributions to Pikipedia are considered to be released under the Attribution-ShareAlike 4.0 International license (see Pikipedia:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: