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{{page title| Music in ''Pikmin 3''}}
{{game icons|p3=y}}
{{game icons|p3=y}}
The '''music''' of {{p3}} accompanies every mode of the game, from themes and cues during gameplay to scores of cutscenes and menus, in order to enhance the various moods of the game and to direct gameplay. Generally, the textural style of the music reflects either the technology of [[Koppai]], the scenic environment of [[PNF-404]], or the progression of the story and the quirky nature of [[Pikmin family|Pikmin]]. In the spirit of compositions for the [[Pikmin series|''Pikmin'' series]], this installment features dynamic music that adapts to what occurs in the game, using parameters such as what tasks Pikmin are carrying out, the time of [[day]], and the weather in a particular [[area]]. Between gameplay, pre-rendered cutscenes are scored by a Hollywood-style orchestra, and in-game cutscenes are textured by varied loops and cues of music. Compared with the music of the previous games, this game's music is much more atmospheric and ethereal; melody is only germane in establishing {{w|leitmotif}}s in the game. This game's music also contains many more original synthesized instruments, to heighten the theme of futurism and to give the soundtrack personality.
{{DISPLAYTITLE: Music (''Pikmin 3'')}}


Like the previous soundtracks in the series, all the sounds are synthesized or samples attempting to mimic real instruments. This installment of the series features the most advanced sound technology yet, producing very realistic representations of real instruments. However, unlike [[Music in Pikmin 2|the music in the previous game]], this game's music is all pre-rendered, not played note-by-note in real time; this allows for new instruments, new textures, and new experimentation with sound, at the cost of a less flexible soundtrack. It also should be noted that all titles for ''Pikmin 3'' music in this article and elsewhere are conjectural, as the tracks have no known official names.
{{stub}}
{{spoiler}}
The '''music''' of [[Pikmin 3|''Pikmin 3'']] accompanies every mode of the game, from themes and cues during gameplay to scores of cutscenes and menus, in order to enhance the various moods of the game and to direct gameplay. Generally, the textural style of the music reflects either the technology of [[Koppai]], the scenic environment of [[PNF-404]], or the progression of the story and the quirky nature of [[Pikmin family|Pikmin]]. In the spirit of compositions for the [[Pikmin series|''Pikmin'' series]], this installment features dynamic music that adapts to what occurs in the game, using parameters such as what tasks Pikmin are carrying out, the time of [[day]], and the weather in a particular [[area]]. Between gameplay, pre-rendered cutscenes are scored by a Hollywood-style orchestra, and in-game cutscenes are textured by varied loops and cues of music. Compared with the music of the previous games, this game's music is much more atmospheric and ethereal; melody is only germane in establishing [[wikipedia:Leitmotif|leitmotifs]] in the game. This game's music also contains many more original synthesized instruments, to heighten the theme of futurism and to give the soundtrack personality.


== Composers ==
The soundtrack to ''Pikmin 3'' was composed by Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai, under no official name. Like the previous soundtracks in the series, all the sounds are synthesized or samples attempting to mimic real instruments. This installment of the series features the most advanced sound technology yet, producing very realistic representations of real instruments. However, unlike [[Music (Pikmin 2)|the music in the previous game]], this game's music is all pre-rendered, not played note-by-note in real time; this allows for new instruments, new textures, and new experimentation with sound, at the cost of a less flexible soundtrack.
The soundtrack to ''Pikmin 3'' was composed by Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai, with the additional music in ''Pikmin 3 Deluxe'' being done by Soshi Abe and guest composer Babi.{{cite web |https://x.com/Babi____/status/1322446810879721472|Post from Babi|Twitter}} Since the soundtrack to ''Pikmin 3'' 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 each piece's composer:
 
*Nintendo's naming convention for audio files in their games includes the artist's initials. In the internal names, "w" denotes Hajime Wakai, "aa" denotes Atsuko Asahi, "o" denotes Asuka Hayazaki (maiden name "Ohta"), and "as" denotes Soshi Abe.
It should be noted that all titles for ''Pikmin 3'' music in this article and elsewhere are conjectural, as the tracks have no known official names.
*A composer's unique music equipment can be used to determine what songs they've worked on.{{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}} Songs that use sounds from Cubase are indicative of Atsuko Asahi's work,{{cite web |https://x.com/atnasahi/status/461027789181689856|Post from Atsuko Asahi on|Twitter}} while instances of sounds from the {{w|Korg Triton|KORG Triton Studio}} are likely by Asuka Hayazaki.
*Babi attributes four in-game songs and the ending theme for the [[Side Stories]] to herself on her [https://www.iambabi.net/works website]. Through e-mail, she has elaborated further on what songs these are specifically.{{cite web |https://www.pikminwiki.com/File:Babi_email.png|E-mail inquiry answered by Babi|Pikipedia}}
If enough identifying evidence is present to pinpoint the composer of a song, the song's composer will also be listed within this article.


==Leitmotifs==
==Leitmotifs==
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[[File:Koppaite Theme.png|thumb|300px|center|[[File:KoppaiMotif.ogg]] The "Koppaite motif", denoting [[Koppai]], its technology, and/or the mission of collecting fruit.]]
[[File:Koppaite Theme.png|thumb|300px|center|[[File:KoppaiMotif.ogg]] The "Koppaite motif", denoting [[Koppai]], its technology, and/or the mission of collecting fruit.]]
|
|
[[File:PlasmWraithMotif.png|thumb|300px|center|[[File:Plasm Wraith Motif.ogg]] The [[Plasm Wraith]]'s motif.]]
[[File:Pikmin 2 Theme.png|thumb|300px|center|[[File:Pikmin2Motif.ogg]] The ''[[Pikmin 2]]'' motif", denoting Pikmin themselves.]]
}}
{{columns|0|
[[File:Pikmin 2 Theme.png|thumb|300px|center|[[File:Pikmin2Motif.ogg]] "The {{p1}} motif", denoting Pikmin themselves.]]
|
|
[[File:Success and Adventure Motif.png|thumb|300px|center|[[File:SuccessMotif.ogg]] The "success motif", denoting a success or setting a victorious mood.]]
[[File:Success and Adventure Motif.png|thumb|300px|center|[[File:SuccessMotif.ogg]] The "success motif", denoting a success or setting a victorious mood.]]
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The menus of the game have looping music beds that play the environment presented in the menu. Normally that environment has a spatial view of [[PNF-404]], so the menu themes in this game especially adhere to presenting a suggestion of space and spaceships (the main menu being the exception).
The menus of the game have looping music beds that play the environment presented in the menu. Normally that environment has a spatial view of [[PNF-404]], so the menu themes in this game especially adhere to presenting a suggestion of space and spaceships (the main menu being the exception).


;<span id="Main menu">''Main menu''</span>:
{{infobox track
{{infobox track
|name=Title screen
|name=Main Menu
|link=https://www.youtube.com/watch?v=IrIPHIXe6aU&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=1
|link=https://www.youtube.com/watch?v=CXdNLpOrwFQ&index=1&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal=STRM_BGM_Title_48k.bfstm
|header = y
}}
}}
The main theme of the game, heard in the [[title screen]]. This fluent, swirling demonstration of the music program's aptitude continues the tradition of main themes being waltzes, although this one is the longest and most complex of the three. A harp and glockenspiel are most prominent with the melody (a transformation of the ''Pikmin 2'' motif into a scalar gesture), along with one grand flourish in the harp when the melody returns. Strings provide harmonies and interest using pizzicato and small divisi solos. Finally, the small sounds kalimba and marimba distinguish this as a Pikmin theme. The whole theme definitely plays the natural beauty of PNF-404; when it concludes, birdsong and rushing water sounds fade in, while the ensemble drones quietly around F major and its progression, a few instruments playing the ''Pikmin 2'' motif here and there.
The main theme of the game, heard in the main menu. This fluent, swirling demonstration of the music program's aptitude continues the tradition of main themes being waltzes, although this one is the longest and most complex of the three. A harp and glockenspiel are most prominent with the melody (a transformation of the ''Pikmin 2'' motif into a scalar gesture), along with one grand flourish in the harp when the melody returns. Strings provide harmonies and interest using pizzicato and small divisi solos. Finally, the small sounds kalimba and marimba distinguish this as a Pikmin theme. The whole theme definitely plays the natural beauty of PNF-404; when it concludes, birdsong and rushing water sounds fade in, while the ensemble drones quietly around F major and its progression, a few instruments playing the ''Pikmin 2'' motif here and there.


{{clear}}
{{clear}}
 
;<span id="Day select">''Day select''</span>:
{{infobox track
{{infobox track
|name=Day selection
|name=Day select
|link=https://www.youtube.com/watch?v=UFwNK3oBYJQ&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=4
|link=https://www.youtube.com/watch?v=zodgKRmnikY&index=3&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal=FileSelect.o.48.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard in the [[day selection menu]] and [[saved game selection menu]]. The mood of this composition switches drastically from the main menu's, as the spatial view of PNF-404 and the focus on the Koppaite explorers demands a theme regarding Koppai. As such, the music is highly synthezised, with drones in synth string bass, oscillating harmonic accents, and spacey background sound effects over a bed of very shimmery overtone sounds and one panning drum-machine cowbell. The melody in this ballad-like drone is difficult to make out, but it begins as a development of the ''Pikmin 2'' motif. One of the instruments playing the melody (especially discernible at the end of the loop) is a cymbal-esque synthesizer that first debuted in [[Pikmin (game)|''Pikmin'']] in [[Music in Pikmin#The Distant Spring|The Distant Spring's theme]]. It will recur throughout the music of this game.
Heard when selecting a day to start from in the Story mode. The mood of this composition switches drastically from the main menu's, as the spatial view of PNF-404 and the focus on the Koppaite explorers demands a theme regarding Koppai. As such, the music is highly synthezised, with drones in synth string bass, oscillating harmonic accents, and spacey background sound effects over a bed of very shimmery overtone sounds and one panning drum-machine cowbell. The melody in this ballad-like drone is difficult to make out, but it begins as a development of the ''Pikmin 2'' motif. One of the instruments playing the melody (especially discernible at the end of the loop) is a cymbalesque synthesizer that first debuted in [[Pikmin (game)|''Pikmin'']] in [[Music (Pikmin)#The Distant Spring|The Distant Spring's theme]]. It will recur throughout the music of this game; it is a sound unique to the [[Pikmin series|''Pikmin'' series]].


{{clear}}
{{clear}}
 
;<span id="Today's report">''Today's report''</span>:
{{infobox track
{{infobox track
|name=Today's report
|name=Today's report
|link=https://www.youtube.com/watch?v=MTQuMyFN5P4&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=30
|link=https://www.youtube.com/watch?v=s-9H2CXpfUE&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=11
|internal=Result.o.48.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard after the [[S.S. Drake]] takes off at the end of a [[day]], during the [[day results menu]]. This theme is a remaster of the [[Music in Pikmin#Today's Results|"today's report" theme]] of the previous two games. The bass-string drone is much more prominent in this version, which shows off the tune's progression of harmonies over a C bass. Also to note in this new version is a new oscillating chip-tone sound effect that accrues volume at the end of each measure. Some of the instruments in the mix have undergone a makeover, most particularly the arpeggiating instrument that in the first two games was more prominent; in this version it is a sound with low attack, making it sound like it is dragging. The main melodic instrument is still the same, however; it plays the separation of the spaceship from the natural ground environment.
Heard after the [[S.S. Drake]] takes off at the end of a [[day]]. This theme is a remaster of the [[Music (Pikmin)#Today's Results|"today's report" theme]] of the previous two games. The bass-string drone is much more prominent in this version, which shows off the tune's progression of harmonies over a C bass. Also to note in this new version is a new oscillating chip-tone sound effect that accrues volume at the end of each measure. Some of the instruments in the mix have undergone a makeover, most particularly the arpeggiating instrument that in the first two games was more prominent; in this version it is a sound with low attack, making it sound like it is dragging. The main melodic instrument is still the same, however; it plays the separation of the spaceship from the natural ground environment.


{{clear}}
{{clear}}
 
;<span id="S.S. Drake">''S.S. Drake''</span>:
{{infobox track
{{infobox track
|name=S.S. Drake
|name=S.S. Drake
|link=https://www.youtube.com/watch?v=1jCcrrZC_GE&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=16
|link=https://www.youtube.com/watch?v=DPNb0xEXQPY&index=4&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal = STRM_BGM_Mapselect_48k.bfstm
|header = y
|
}}
}}
Heard inside the [[S.S. Drake]] during the [[area selection menu]]. Perhaps the most synthetic theme in the game, this track entirely plays to the technology and environment of the S.S. Drake's interior. A simple melody in a sine-wave synthesizer plays as pad strings and rotary synthesizers evolve beneath it. An echoing drum machine eventually enters the mix, along with some sound effects that might resemble spaceship computer sounds. When addressing "space" themes in this game, sound effects that rise or fall chromatically seem to be popular; they occur in a majority of the menu themes.
Heard before the start of a day, inside the [[S.S. Drake]]. Perhaps the most synthetic theme in the game, this track entirely plays to the technology and environment of the S.S. Drake's interior. A simple melody in a sine-wave synthesizer plays as pad strings and rotary synthesizers evolve beneath it. An echoing drum machine eventually enters the mix, along with some sound effects that might resemble spaceship computer sounds. When addressing "space" themes in this game, sound effects that rise or fall chromatically seem to be popular; they occur in a majority of the menu themes.


{{clear}}
{{clear}}
 
;<span id="Mission Mode menu">''Mission Mode menu''</span>:
{{infobox track
{{infobox track
|name=Mission Mode menu
|name=Mission Mode menu
|link=https://www.youtube.com/watch?v=zitAr7nZbi4&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=71
|link=https://www.youtube.com/watch?v=UKjP2xNLImg&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=30
|internal=MissionSelect.o.48.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard in the [[Mission Mode menu]]. This menu has a spatial background, but the menu itself does not necessarily suggest space. Thus the theme is not synthesized to the same degree as the S.S. Drake theme, for example. A synthetic bass, elaborate percussion, and chromatic sound effects form the foundation, but a rousing string section, trumpets, and glockenspiel and xylophone dominate the melody. These more recognizable instruments aid the excitement of preparing for a Mission Mode stage.
Heard when selecting a [[Mission Mode]] stage. This menu has a spatial background, but the menu itself does not necessarily suggest space. Thus the theme is not synthesized to the same degree as the S.S. Drake theme, for example. A synthetic bass, elaborate percussion, and chromatic sound effects form the foundation, but a rousing string section, trumpets, and glockenspiel and xylophone dominate the melody. These more recognizable instruments aid the excitement of preparing for a Mission Mode stage.


{{clear}}
{{clear}}
 
;<span id="Bingo Battle menu">''Bingo Battle menu''</span>:
{{infobox track
|name=Side Stories menu
|link=https://youtu.be/KgCrTxs1t1k
|internal=SidestorySelect.as.48.dspadpcm
|composer  =Soshi Abe
|header = y
}}
Heard in the [[Side Stories menu]]. This theme shares the same chord progression as the Mission Mode menu and Bingo Battle menu themes, but is at a slower pace, and has instrumentation very similar to the day selection menu theme. This makes it a hybrid of the menu themes of Story Mode and the alternative game modes, emphasizing how the [[Side Stories]] are a hybrid of the 2 game styles. The theme also has a strong drumbeat and many light percussion elements in the background to add to the theme of space. This theme is exclusive to ''Pikmin 3 Deluxe''.
 
{{clear}}
 
{{infobox track
{{infobox track
|name=Bingo Battle menu
|name=Bingo Battle menu
|link=https://www.youtube.com/watch?v=N5hWHnXBEcg&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=65
|link=https://www.youtube.com/watch?v=25BnJVcVuKI&index=32&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal=Vsselect.aa.48.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard in the [[Bingo Battle menu]]. This menu is very similar to the Mission Mode menu; in fact, this theme is the same theme, in the same key, merely played with half-time percussion. This time however, a fanfare announces the theme, and it is accented by trumpets, a tuba, a military percussion, again over a synthesized music bed and sound effects. The whole mood still captures the space background, but feels much more like an appropriate preparation for battle.
 
{{clear}}
 
{{infobox track
|name=Mission results
|link=https://www.youtube.com/watch?v=lnFFlys_WYs&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=75
|internal=m_result.o.32.dspadpcm
|composer  =Hajime Wakai
|header = y
}}
Heard during the [[Challenge results menu|results menu]] of a Mission mode stage, regardless of the results themselves. This is the [[Music in Pikmin 2#Challenge Mode results|Challenge Mode results]] theme from {{p2}}; nothing was changed about it before it was used in this game. Using complex gestures in synthesized bass, marimba, and snare drum, this composition definitely conveys the relay of information. The melody, in a different meter and over a different harmonic progression, is the main motif from the "today's report" menu theme, again stating that this menu is the end of the mission.
 
{{clear}}
 
{{infobox track
|name=Side Story results
|link=https://youtu.be/HA78oKMGXuc
|internal=SideStory_Result.as.48.dspadpcm
|composer  =Soshi Abe
|header = y
}}
}}
Heard during the results menu of a Side Stories mission. This shares some similarities to the Mission Mode results theme, such as the strong snare drum rhythm and the sound of the bass synth, and shares some similarities to the [[Music in Pikmin#Level Select|saved game selection menu theme from ''Pikmin'' and ''Pikmin 2'']], such as the ostinato in the background and some of the sound effects. The melody, played on a brass-like synth, prominently uses the {{w|Tresillo (rhythm)|Tresillo rhythm}}. Interestingly, [[The President]] indicates that he composed the song in the dialog box when the player gets a platinum medal. This theme is exclusive to ''Pikmin 3 Deluxe''.
Heard when selecting a [[Bingo Battle]] stage. This menu is very similar to the Mission Mode menu; in fact, this theme is the same theme, in the same key, merely played with half-time percussion. This time however, a fanfare announces the theme, and it is accented by trumpets, a tuba, a military percussion, again over a synthesized music bed and sound effects. The whole mood still captures the space background, but feels much more like a appropriate preparation for battle.


{{clear}}
{{clear}}


==Cutscenes==
==Cutscenes==
{{todo|Can we find the name of the person who narrates the prologue and epilogue?}}
Most of the [[cutscene]]s of the game have pre-rendered soundtracks, as they are usually a specified length. The theatrical cutscenes have a Hollywood-style orchestra to perform them, plus electronics. Meanwhile, the in-game cutscenes can sometimes have a looped theme, since dialog occurs over the cutscene that requires player input to progress. These cutscenes can be performed by a wide range of ensembles and electronics, as they all have varying moods and contexts to convey.
Most of the [[cutscene]]s of the game have pre-rendered soundtracks, as they are usually a specified length. The theatrical cutscenes have a Hollywood-style orchestra to perform them, plus electronics. Meanwhile, the in-game cutscenes can sometimes have a looped theme, since dialog occurs over the cutscene that requires player input to progress. These cutscenes can be performed by a wide range of ensembles and electronics, as they all have varying moods and contexts to convey.


;<span id="Loading screen">''Loading screen''</span>:
{{infobox track
{{infobox track
|name=Loading screen
|name=Loading screen
|link=https://www.youtube.com/watch?v=Mp2XqMK54QU&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=2
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/001-loading-screen.mp3
|header = y
}}
}}
Heard after selecting the game from the Wii U menu, when it is [[loading]]. A theme rather dissimilar from anything else in the game, this quiet theme merely wanders in a simple waltz using instruments that are similar to real instruments but that have synthesized distinctions. The percussion is bottle-like, the melody is ocean-harp-like, and the string drone late in the tune is violin-like, but they all have intended differences from the real sound. This theme is not in ''Pikmin 3 Deluxe''.
Heard after selecting the game from the Wii U menu, when it is loading. A theme rather dissimilar from anything else in the game, this quiet theme merely wanders in a simple waltz using instruments that are similar to real instruments but that have synthesized distinctions. The percussion is bottle-like, the melody is ocean-harp-like, and the string drone late in the tune is violin-like, but they all have intended differences from the real sound.


{{clear}}
{{clear}}
 
;<span id="Prologue">''Prologue''</span>:
{{infobox track
{{infobox track
|name=Story Mode opening
|name=Prologue
|link=https://www.youtube.com/watch?v=cDp5pnQOGRE&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/002-prologue.mp3
|header = y
}}
}}
Heard during attraction mode, or when a new game begins. The first-ever narrator in the series (voice of Julian Macfarlane) reads the following passage, which contains key elements that change the soundtrack.
Heard during attraction mode, or when a new game begins. The first-ever narrator in the series reads the following passage, which contains key elements that change the soundtrack.
{{transcript|Galactic date: 20XX. At the far reaches of space lies a planet on the brink of ruin. The planet's name: Koppai. Due to a booming population, booming appetites, and a basic lack of planning, Koppai's inhabitants have all but exhausted their food supply. Their only hope is to find another planet with edible matter. Accordingly, they send unmanned scout vessels called SPEROs out into space. To their dismay, the search is proving fruitless. Just as they're about to give up, the final vessel reports back with news of a miraculous discovery. They mobilize to investigate the planet which they name PNF-404. Koppai's last hope rests on three intrepid explorers. At last, the explorers' 279,000-light-year voyage nears its end. But, as they initiate the landing sequence, something goes horribly wrong.|block=y}}
{{transcript|Galactic date: 20XX. At the far reaches of space lies a planet on the brink of ruin. The planet's name: Koppai. Due to a booming population, booming appetites, and a basic lack of planning, Koppai's inhabitants have all but exhausted their food supply. Their only hope is to find another planet with edible matter. Accordingly, they send unmanned scout vessels called SPEROs out into space. To their dismay, the search is proving fruitless. Just as they're about to give up, the final vessel reports back with news of a miraculous discovery. They mobilize to investigate the planet which they name PNF-404. Koppai's last hope rests on three intrepid explorers. At last, the explorers' 279,000-light-year voyage nears its end. But, as they initiate the landing sequence, something goes horribly wrong.}}


Before the passage begins, a dramatic percussion hit silences the audience, with a quiet A in bass strings immediately disconcerting the mood. After the galactic date, a synthesized bass joins this A, bringing overtones into the passing drone. Only when the narrator introduces [[Koppai]] does this texture change. Pad strings and a small gesture in a triangle wave follow the appearance of the planet, and tremolo strings in an F-Lydian chord accent the name "Koppai". The next sentence begins with a low tam-tam, and reverb from the previous gesture morphs into an organ-like synthesizer, violins playing open notes, and a small gesture in marimba accent Koppai's predicament, although focusing more still on its introduction. This fades into reverb; at "another planet", a new texture arrives. As it plays the technology of space travel and [[SPERO]]s, it is entirely synthesized, and quite major. Reverberant strings bring it down, however, clogging this initial texture until "to their dismay", when the whole texture ends on C minor and falters away. At "the final vessel", the music suddenly builds into a major orchestral sting, with full strings, horns, and timpani. The texture is by no means "miraculous" sounding; its dissonant blaring around D minor leaves the mood of PNF-404 very ambiguous. But this thins out to a simple triumphant counterpoint in pad strings when "they mobilize". At "Koppai's last hope", the theme gains power from a trumpet, and loses reverb to become more coherent. As the narrator pauses, a drum machine, timpani, and tambourine accent the space travel scene. A trumpet toots the triumphant "Koppaite motif", under a quiet chip-tone texture. A harp flourish sweeps out this beat at "nears its end". The music is now continued in the orchestra, but it quickly spirals into dissonant whole-tone harmonies as "they initiate the landing sequence". Percussion mounts the tension until the big release at "something goes horribly wrong", when the resolving high D sustains in violins over decaying cellos. It all fades, and when the three leaders plummet to PNF-404, only a lone shimmering drone in F returns. The final gesture is an echoing synthesized ''Pikmin 2'' motif, in a sustained chord context. Unlike [[Music in Pikmin 2#Opening cinema|the prologue in the previous game]], this ending is much more ambiguous, the major turnaround only suggesting the title of the game and not the fate of the Koppaites.
Before the passage begins, a dramatic percussion hit silences the audience, with a quiet A in bass strings immediately disconcerting the mood. After the galactic date, a synthesized bass joins this A, bringing overtones into the passing drone. Only when the narrator introduces [[Koppai]] does this texture change. Pad strings and a small gesture in a triangle wave follow the appearance of the planet, and tremolo strings in an F-Lydian chord accent the name "Koppai." The next sentence begins with a low tam-tam, and reverb from the previous gesture morphs into an organ-like synthesizer, violins playing open notes, and a small gesture in marimba accent Koppai's predicament, although focusing more still on its introduction. This fades into reverb; at "another planet," a new texture arrives. As it plays the technology of space travel and [[SPERO]]s, it is entirely synthesized, and quite major. Reverberant strings bring it down, however, clogging this initial texture until "to their dismay," when the whole texture ends on C minor and falters away. At "the final vessel," the music suddenly builds into a major orchestral sting, with full strings, horns, and timpani. The texture is by no means "miraculous" sounding; its dissonant blaring around D minor leaves the mood of PNF-404 very ambiguous. But this thins out to a simple triumphant counterpoint in pad strings when "they mobilize." At "Koppai's last hope," the theme gains power from a trumpet, and loses reverb to become more coherent. As the narrator pauses, a drum machine, timpani, and tambourine accent the space travel scene. A trumpet toots the triumphant "Koppaite motif," under a quiet chip-tone texture. A harp flourish sweeps out this beat at "nears its end." The music is now continued in the orchestra, but it quickly spirals into dissonant whole-tone harmonies as "they initiate the landing sequence." Percussion mounts the tension until the big release at "something goes horribly wrong," when the resolving high D sustains in violins over decaying cellos. It all fades, and when the three leaders plummet to PNF-404, only a lone shimmering drone in F returns. The final gesture is an echoing synthesized ''Pikmin 2'' motif, in a sustained chord context. Unlike [[Music (Pikmin 2)#Opening cinema|the prologue in the previous game]], this ending is much more ambiguous, the major turnaround only suggesting the title of the game and not the fate of the Koppaites.


{{clear}}
{{clear}}
 
;<span id="Captain Charlie's introduction">''Captain Charlie's introduction''</span>:
{{infobox track
{{infobox track
|name=Captain Charlie's introduction
|name=Captain Charlie's introduction
|link=https://www.youtube.com/watch?v=zQzoihSGESQ&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=5
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/004-captain-charlie-s-introduction.mp3
|internal =demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm demo_c00_CharlieTheme.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard after [[Captain Charlie]] awakens in the [[Distant Tundra]], and being rescued from the [[Vehemoth Phosbat]]. This brief fanfare is heroic, but the clapping beat behind it decreases its power and seems to encapsulate it on a small scale. This seems like the theme that Charlie would have chosen to introduce himself, powerful but easily understood.
Heard after [[Captain Charlie]] awakens in the [[Distant Tundra]], and after he escapes from the [[Vehemoth Phosbat]]. This brief fanfare is heroic, but the clapping beat behind it decreases its power and seems to encapsulate it on a small scale. This seems like the theme that Charlie would have chosen to introduce himself, powerful but easily understood.


{{clear}}
{{clear}}
 
;<span id="Peculiar discovery">''Peculiar discovery''</span>:
{{infobox track
{{infobox track
|name=Peculiar discovery
|name=Peculiar discovery
|link=https://www.youtube.com/watch?v=VYlvCnIC5ns&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=7
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/005-finding-a-new-type-of-pikmin....mp3
|internal = demo_a02.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when something Pikmin-related is discovered, such as a new [[Onion]]. This is a remaster of the [[Music in Pikmin 2#Peculiar discovery|"peculiar discovery" theme]] from the previous game, beginning with a small percussive gesture when a leader first notices something. The marimba from the previous game is now a tremolo guitar, and the flute is now a synthesizer; the theme appears to be a more modernized, streamlined version of the previous rendition, playing both the Pikmin and the futurism of the new Onion design.
Heard when something Pikmin-related is discovered, such as a new [[Onion]]. This is a remaster of the [[Music (Pikmin 2)#Peculiar discovery|"peculiar discovery" theme]] from the previous game, beginning with a small percussive gesture when a leader first notices something. The marimba from the previous game is now a tremolo guitar, and the flute is now a synthesizer; the theme appears to be a more modernized, streamlined version of the previous rendition, playing both the Pikmin and the futurism of the new Onion design.


{{clear}}
{{clear}}
 
;<span id="Tutorial">''Tutorial''</span>:
{{infobox track
{{infobox track
|name=Tutorial
|name=Tutorial
|link=https://www.youtube.com/watch?v=5V4VY3mgqQA&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=6
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/006-tutorial-time-.mp3
|internal = Minigame.aa.32.dspadpcm.bfstm Minigame_Introless.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when in a tutorial on how to control Pikmin or throw leaders. This small theme is entirely synthesized, with lo-fi percussion and a wah-guitar-like sound providing bass and harmony. The melody is very repetitious, and the loop is only so long, accenting the brevity but sealing in the effectiveness of the tutorial.
Heard when in a tutorial on how to control Pikmin or throw leaders. This small theme is entirely synthesized, with lo-fi percussion and a wah-guitar-like sound providing bass and harmony. The melody is very repetitious, and the loop is only so long, accenting the brevity but sealing in the effectiveness of the tutorial.


{{clear}}
{{clear}}
 
;<span id="Charlie's cliffhanger">''Charlie's cliffhanger''</span>:
{{infobox track
{{infobox track
|name=Charlie's cliffhanger
|name=Charlie's cliffhanger
|link=https://www.youtube.com/watch?v=L2Nob9h1iqw&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=8
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/007-captain-charlie-captured-.mp3
|internal = demo_c06.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when Charlie is attacked by the [[Vehemoth Phosbat]]. In a horror-film-like turn, high {{w|Aleatoricism#Music|aleatoric strings}} and horn cluster chords put Charlie in a suspenseful environment. When he realizes the horror behind him, the music swells to a high-contrast cluster, but without any accent for a jump-scare; instead an ocean harp glissando leaves Charlie's story unfinished.
Heard when Charlie is attacked by the [[Vehemoth Phosbat]]. In a horror-film-like turn, high [[wikipedia:Aleatoricism#Music|aleatoric strings]] and horn cluster chords put Charlie in a suspenseful environment. When he realizes the horror behind him, the music swells to a high-contrast cluster, but without any accent for a jump-scare; instead an ocean harp glissando leaves Charlie's story unfinished.


{{clear}}
{{clear}}
 
;<span id="Alph awakens">''Alph awakens''</span>:
{{infobox track
{{infobox track
|name=Alph awakens
|name=Alph awakens
|link=https://www.youtube.com/watch?v=yUScT71SbFE&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=9
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/008-alph-awakens.mp3
|internal = demo_a00.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when [[Alph]] wakes up in the pool of water in the [[Tropical Wilds]]. A mainly whole-tone texture accents Alph's awakening, with {{w|col legno}} strings, a music box, and a clarinet playing the main gesture. A vibraphone and one other instrument travel the whole-tone scale, eventually closing into the early "Alph's Crash Site" theme.
Heard when [[Alph]] wakes up in the pool of water in the [[Tropical Wilds]]. A mainly whole-tone texture accents Alph's awakening, with [[wikipedia: Col legno|col legno]] strings, a music box, and a clarinet playing the main gesture. A vibraphone and one other instrument travel the whole-tone scale, eventually closing into the early "Alph's Crash Site" theme. This other instrument is a cicada-like sound, which will also be present in the Tropical Wilds theme.


{{clear}}
{{clear}}
 
;<span id="Red Pikmin encounter">''Red Pikmin encounter''</span>:
{{infobox track
{{infobox track
|name=Red Pikmin encounter
|name=Red Pikmin encounter
|link=https://www.youtube.com/watch?v=3sDAIic0Vzg&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=11
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/010-a-red-pikmin-.mp3
|internal = demo_a01.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when Alph finds a lone [[Red Pikmin]] and it runs away. The babyish sound of the celeste and synthesizer in this cue accent the smallness, perhaps the silly or cute look of the Pikmin to Alph. However, tremolo strings build the tension for when the Pikmin is scared and runs away, leaving Alph and a solo clarinet rather confused.
Heard when Alph finds a lone [[Red Pikmin]] and it runs away. The babyish sound of the celeste and synthesizer in this cue accent the smallness, perhaps the silly or cute look of the Pikmin to Alph. However, tremolo strings build the tension for when the Pikmin is scared and runs away, leaving Alph and a solo clarinet rather confused.


{{clear}}
{{clear}}
 
;<span id="Found important item">''Found important item''</span>:
{{infobox track
{{infobox track
|name=Found important item
|name=Found important item
|link=https://www.youtube.com/watch?v=rYU950P0alI&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=14
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/012-found-an-important-item-.mp3
|internal = demo_glad.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when an important non-Pikmin item is discovered, such as the first piece of [[fruit]] or the [[KopPad]]. This is a new rendition of the [[Music in Pikmin 2#Success|success theme]], with more prominent flutes with vibrato playing the "success" motif, and a clearer sound in the harmony and bass, thanks to an acoustic guitar sound. Percussion is also added in this rendition, another element adding to the satisfying conclusiveness of this tonal motif.
Heard when an important non-Pikmin item is discovered, such as the first piece of [[fruit]] or the [[KopPad]]. This is a new rendition of the [[Music (Pikmin 2)#Success|success theme]], with more prominent flutes with vibrato playing the "success" motif, and a clearer sound in the harmony and bass, thanks to an acoustic guitar sound. Percussion is also added in this rendition, another element adding to the satisfying conclusiveness of this tonal motif.


The fanfare then continues into a looping section, which is a new rendition of the [[Music in Pikmin 2#Success|success theme]]'s loop, although thinner, and with a softer percussion mix and melodic instrument. All of the synthesizers used here are once again very adept at conveying a "space explorer" mood.
{{clear}}
;<span id="Found important item (loop)">''Found important item (loop)''</span>:
{{infobox track
|name=Found important item (loop)
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/013-explorer-s-notes.mp3
}}
Heard when a leader is explaining an important discovery. This loop is a new rendition of the [[Music (Pikmin 2)#Success|success theme]]'s loop, although thinner, and with a softer percussion mix and melodic instrument. All of the synthesizers used here are once again very adept at conveying a "space explorer" mood.


{{clear}}
{{clear}}
 
;<span id="New Pikmin type">''New Pikmin type''</span>:
{{infobox track
{{infobox track
|name=New Pikmin type
|name=New Pikmin type
|link=https://www.youtube.com/watch?v=TZEPYXKxb_c&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=13
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/014-plucked-a-new-pikmin-.mp3
|internal = demo_get_pikmin.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard when a new type of Pikmin is plucked or found. Again, a mixture of synthesizers and small natural instruments introduce the Pikmin, this time with a decoration of the ''Pikmin 2'' motif. One should notice how the melodic synthesizer detunes at the end of the cue, leading into the dialogue about new Pikmin.
Heard when a new type of Pikmin is plucked or found. Again, a mixture of synthesizers and small natural instruments introduce the Pikmin, this time with a decoration of the ''Pikmin 2'' motif. Notice how the melodic synthesizer detunes at the end of the cue, leading into the dialogue about new Pikmin.


The simple and playful loop that follows has an easy melody and not very many instruments; it allows the player and the leader to adjust to a new type of Pikmin. It also plays the characteristics of the Pikmin, such as if a Pikmin is demonstrating its ability during the cutscene. Before it loops, it slows down.
{{clear}}
;<span id="New Pikmin type (loop)">''New Pikmin type (loop)''</span>:
{{infobox track
|name=New Pikmin type (loop)
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/015-pikmin-attributes.mp3
}}
Heard when a leader is talking about a new type of Pikmin. This simple playful loop has an easy melody and not very many instruments; it allows the player and the leader to adjust to a new type of Pikmin. It also plays the characteristics of the Pikmin, such as if a Pikmin is demonstrating its ability during the cutscene. Before it loops, it slows down.


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{{clear}}
 
;<span id="Found S.S. Drake">''Found S.S. Drake''</span>:
{{infobox track
{{infobox track
|name=Found S.S. Drake
|name=Found S.S. Drake
|link=https://www.youtube.com/watch?v=7LS---x8kAA&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=15
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/018-s.s.-drake-found-.mp3
|internal = demo_a10_00.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when Alph finds the [[S.S. Drake]]. Taking on a more triumphant and orchestral tone than the previous cutscenes, the S.S. Drake is introduced with a fanfare of the "Koppaite" motif, ending on a more ambiguous dominant F chord. Flutes provide small spurts of a harmony that will recur when this motif is used again, landing in a new area.
Heard when Alph finds the [[S.S. Drake]]. Taking on a more triumphant and orchestral tone than the previous cutscenes, the S.S. Drake is introduced with a fanfare of the "Koppaite" motif, ending on a more ambiguous dominant F chord. Flutes provide small spurts of a harmony that will recur when this motif is used again, landing in a new area.


{{clear}}
{{clear}}
 
;<span id="No signs of life">''No signs of life''</span>:
{{infobox track
{{infobox track
|name=No signs of life
|name=No signs of life
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/019-signs-of-life-.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/019-signs-of-life-.mp3
|internal = demo_a10_01.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when Alph first scans for life around the S.S. Drake. This small cue begins with almost a cartoonish mood, with a gracing flute and rhythmic staccato violins slowly descending as Alph's hopes for intelligent life are dashed. The cue ends in a small reprise of the main gesture in Alph's Crash Site, finishing with an uncertain dominant ♭9 E chord. This leads well into the surprise call from [[Brittany]].
Heard when Alph first scans for life around the S.S. Drake. This small cue begins with almost a cartoonish mood, with a gracing flute and rhythmic staccato violins slowly descending as Alph's hopes for intelligent life are dashed. The cue ends in a small reprise of the main gesture in Alph's Crash Site, finishing with an uncertain dominant ♭9 E chord. This leads well into the surprise call from [[Brittany]].


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;<span id="Brittany's theme">''Brittany's theme''</span>:
{{infobox track
{{infobox track
|name=Brittany's theme
|name=Brittany's theme
|link=https://www.youtube.com/watch?v=rnds7sIHFjQ&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=22
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/020-brittany-s-theme.mp3
|internal = demo_a10_2_Connect.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard during [[Brittany]]'s first call to Alph. Brittany has a strange synthesized theme in A, built by a cutoff-oscillating saw synthesizer. A simple whole-tone melody on a second synthesizer establishes Brittany as remotely friendly, while the calm drum-machine percussion puts the urgency of her condition at ease. This theme is meant to quell any worry about Brittany's previously unknown fate.
Heard during [[Brittany]]'s first call to Alph. Brittany has a strange synthesized theme in A, built by a cutoff-oscillating saw synthesizer. A simple whole-tone melody on a second synthesizer establishes Brittany as remotely friendly, while the calm drum-machine percussion puts the urgency of her condition at ease. This theme is meant to quell any worry about Brittany's previously unknown fate.


{{clear}}
{{clear}}
 
;<span id="Nocturnal predators">''Nocturnal predators''</span>:
{{infobox track
{{infobox track
|name=Nocturnal predators
|name=Nocturnal predators
|link=https://www.youtube.com/watch?v=Zb6JgDGJpAQ&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=26
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/021-creatures-of-the-night.mp3
|internal = demo_a10_03.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when Alph explains rocketing into orbit at sunset to escape nocturnal predators. When Alph first hears the strange alien calls (of a [[Whiptongue Bulborb]]), his panic incites a {{w|Bernard Herrmann|Bernard-Herrmann-esque}} gesture in high strings and discordant brass. Afterwards an atonal loop plays, with a main synthesized sound and metal percussion that set the mood almost of a horror B-movie. It is clear that the music is trying to convey the strange sounds as the noises of an extraterrestrial being; the atonality suggests that this being means the player harm.
Heard when Alph explains rocketing into orbit at sunset to escape nocturnal predators. When Alph first hears the strange alien calls (of a [[Whiptongue Bulborb]]), his panic incites a [[wikipedia:Bernard Herrmann|Bernard-Herrmann-esque]] gesture in high strings and discordant brass. Afterwards an atonal loop plays, with a main synthesized sound and metal percussion that set the mood almost of a horror B-movie. It is clear that the music is trying to convey the strange sounds as the noises of an extraterrestrial being; the atonality suggests that this being means the player harm.


{{clear}}
{{clear}}
 
;<span id="Area loading">''Area loading''</span>:
{{infobox track
{{infobox track
|name=Area loading
|name=Area loading
|link=https://www.youtube.com/watch?v=Q7LXJunYcO0&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=31
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/024-helpful-hints.mp3
|header = y
}}
}}
Heard whenever an [[area]] is [[loading]] at the start of a [[day]] (or at a specific time of day), [[Mission Mode]] stage, or [[Bingo Battle]]. More of a sound than a theme, this progression ebbs from a C fifth drone to C major, using very simple synthesizers and a lot of evolving reverb to break down the complexity surrounding the menus and prepare the player for the new complexity of the gameplay area.
Heard whenever an [[area]] is loading at the start of a [[day]] (or at a specific time of day), [[Mission Mode]] stage, or [[Bingo Battle]]. More of a sound than a theme, this progression ebbs from a C fifth drone to C major, using very simple synthesizers and a lot of evolving reverb to break down the complexity surrounding the menus and prepare the player for the new complexity of the gameplay area.


{{clear}}
{{clear}}
 
;<span id="Land in a new area">''Land in a new area''</span>:
{{infobox track
{{infobox track
|name=Land in a new area
|name=Land in a new area
|link=https://www.youtube.com/watch?v=PWhEcb8VhXY&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=17
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/025-landing-in-a-new-area.mp3
|internal = demo_CourseIn.o.32.dspadpcm.bfstm demo_CourseIn_d00.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard whenever the S.S. Drake lands in an area for the first time, besides the [[Tropical Wilds]] and [[Distant Tundra]]. This exultant gesture is the "Koppaite" motif at its best, signaled by triangle and timpani and carried by a trumpet section and an array of synthesizers, including one similar to the main synth in the "new Pikmin type" theme. The full, rich harmony of the final note lasts right up until the leaders emerge from their landed ship.
Heard whenever the S.S. Drake lands in an area for the first time, besides the [[Tropical Wilds]] and [[Distant Tundra]]. This exultant gesture is the "Koppaite" motif at its best, signaled by triangle and timpani and carried by a trumpet section and an array of synthesizers, including one similar to the main synth in the "new Pikmin type" theme. The full, rich harmony of the final note lasts right up until the leaders emerge from their landed ship.


{{clear}}
{{clear}}
 
;<span id="Discovery">''Discovery''</span>:
{{infobox track
{{infobox track
|name=Discovery
|name=Discovery
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/026-a-new-discovery-.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/026-a-new-discovery-.mp3
|internal = demo_explain_loop.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard whenever something important needs explaining, such as the [[Pikmin limit]] or a new signal showing up in the [[Garden of Hope]]. This is a remaster of the [[Music in Pikmin 2#Explanation|"explanation" theme]] from the [[Pikmin 2|previous game]]; the composition and instrumentation are the same, but now with the technical advancement behind ''Pikmin 3'''s music, the gesture is clearer and more realistic. It leads into a loop as the leaders explained what they have discovered.
Heard whenever something important needs explaining, such as the [[Onion|100-Pikmin cap]] or a new signal showing up in the [[Garden of Hope]]. This is a remaster of the [[Music (Pikmin 2)#Explanation|"explanation" theme]] from the [[Pikmin 2|previous game]]; the composition and instrumentation are the same, but now with the technical advancement behind ''Pikmin 3'''s music, the gesture is clearer and more realistic. It leads into a loop as the leaders explained what they have discovered.


{{clear}}
{{clear}}
 
;<span id="Discovery (loop)">''Discovery (loop)''</span>:
{{infobox track
{{infobox track
|name=Discovery (loop)
|name=Discovery (loop)
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/027-a-learning-experience.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/027-a-learning-experience.mp3
|internal = demo_explain_loop.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard as a leader explains a gameplay-related discovery. This is a remaster of the [[Music in Pikmin 2#Explanation|"explanation" theme]] from the [[Pikmin 2|previous game]]; with the technical advancement behind ''Pikmin 3'''s music, the gesture is clearer and more realistic. The harmonic progression is different, however: in ''Pikmin 2'' the loop progresses C major, G major, C major, G ''minor''; whereas in ''Pikmin 3'' the progression is only a loop of C major, G major.
Heard as a leader explains a gameplay-related discovery. This is a remaster of the [[Music (Pikmin 2)#Explanation|"explanation" theme]] from the [[Pikmin 2|previous game]]; the composition and instrumentation are the same, but now with the technical advancement behind ''Pikmin 3'''s music, the gesture is clearer and more realistic. One can particularly notice the difference in the harp.


{{clear}}
{{clear}}
 
;<span id="Found Brittany">''Found Brittany''</span>:
{{infobox track
{{infobox track
|name=Found Brittany
|name=Found Brittany
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/48.%2520Brittany%2527s...%2520Asleep%2521.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/034-brittany-s...-asleep-.mp3
|header = y
}}
}}
Heard when Brittany is spotted lying on the ground in the [[Garden of Hope]]. As Brittany was not expected to be found in such a dubious state, the music takes an atonal turn, with a horror-film-style buildup (and tambourine rattle) to a six-hit release in synthesizer and strings, in a way resembling the style of the [[Music in Pikmin 2#Final Floor!|"Final Floor!" theme]] of the previous game. One can also hear the first instance of a {{w|flexatone}} in the ''Pikmin'' series.
Heard when Brittany is spotted lying on the ground in the [[Garden of Hope]]. As Brittany was not expected to be found in such a dubious state, the music takes an atonal turn, with a horror-film-style buildup (and tambourine rattle) to a six-hit release in synthesizer and strings, in a way resembling the style of the [[Music (Pikmin 2)#Final Floor!|"Final Floor!" theme]] of the previous game. One can also hear the first instance of a [[wikipedia:Flexatone|flexatone]] in the Pikmin series.


{{clear}}
{{clear}}
 
;<span id="Brittany's theme reprise">''Brittany's theme reprise''</span>:
{{infobox track
{{infobox track
|name=Brittany's theme reprise
|name=Brittany's theme reprise
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/49.%2520Brittany%2520Awakens.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/035-brittany-awakens.mp3
|internal = demo_b11_Briconnect.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when Alph calls Brittany and she awakens. This reprise of Brittany's theme adds a piano-glockenspiel hit to the beginning (a friendly tone to calm concerns about Brittany's state) and a new piano-esque melodic synthesizer to the mix. This increases the complexity of Brittany's theme, perhaps representing how much closer the player is to rescuing her.
Heard when Alph calls Brittany and she awakens. This reprise of Brittany's theme adds a piano-glockenspiel hit to the beginning (a friendly tone to calm concerns about Brittany's state) and a new piano-esque melodic synthesizer to the mix. This increases the complexity of Brittany's theme, perhaps representing how much closer the player is to rescuing her.


{{clear}}
{{clear}}
 
;<span id="Medusal Slurker encounter">''Medusal slurker encounter''</span>:
{{infobox track
{{infobox track
|name=Medusal Slurker encounter
|name=Medusal Slurker encounter
|link=https://www.youtube.com/watch?v=IX3QOXzdl4g&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=24
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/036-rock-pikmin-captured-.mp3
|internal = demo_b07_JellyfishFind.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when the [[Medusal Slurker]] is first encountered, holding [[Rock Pikmin]]. This is a calmer, smaller-scale version of the boss introduction cue in the same game, suggesting a much smaller mini-boss. A baritone saxophone and bass clarinet form the only bass power, so besides the contrast of high and low registers this cue is not designed to generate much worry about the might of the enemy. The four-note accent is the same sound used to introduce a Pikmin suffering.
Heard when the [[Medusal Slurker]] is first encountered, holding [[Rock Pikmin]]. This is a calmer, smaller-scale version of the boss introduction cue in the same game, suggesting a much smaller mini-boss. A baritone saxophone and bass clarinet form the only bass power, so besides the contrast of high and low registers this cue is not designed to generate much worry about the might of the enemy. The four-note accent is the same sound used to introduce a Pikmin suffering.


{{clear}}
{{clear}}
 
;<span id="Rescued Brittany">''Rescued Brittany''</span>:
{{infobox track
{{infobox track
|name=Rescued Brittany
|name=Rescued Brittany
|link=https://www.youtube.com/watch?v=V3ohan3OD40&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=21
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/037-brittany-rescued-.mp3
|internal = demo_b13_Briagain.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when the [[Gate|crystal wall]] blocking Brittany is destroyed. Brittany is introduced with a small gesture, like Charlie was. But her gesture is resoundingly major and high-spirited, in high-register flute triads and glockenspiel arpeggios. Afterwards, a loop plays over Brittany's dialog that is much more natural than most of the other cutscene soundtracks up to this point. A harp, pizzicato violin, and quiet violin section play a subtle melody in A♭ sus, culminating in a very wholesome sound. The theme is almost enhanced by the cicadas droning in the background.
Heard when the [[Gate|crystal wall]] blocking Brittany is destroyed. Brittany is introduced with a small gesture, like Charlie was. But her gesture is resoundingly major and high-spirited, in high-register flute triads and glockenspiel arpeggios. Afterwards, a loop plays over Brittany's dialog that is much more natural than most of the other cutscene soundtracks up to this point. A harp, pizzicato violin, and quiet violin section play a subtle melody in A♭ sus, culminating in a very wholesome sound. The theme is almost enhanced by the cicadas droning in the background.


{{clear}}
{{clear}}
 
;<span id="Recovered important item (loop)">''Recovered important item (loop)''</span>:
{{infobox track
{{infobox track
|name=Recovered important item (loop)
|name=Recovered important item (loop)
|link=https://www.youtube.com/watch?v=3AX0nDx7f2s&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=25
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/038-got-an-important-item-.mp3
|internal = demo_get_Equipment.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard when the [[S.S. Drake]] recovers something important, such as the first piece of [[fruit]] or the [[Data Glutton]]. This theme highly resembles the [[Music in Pikmin 2#Collected treasure|"collected treasure"]] theme of the previous game, except instead of a [[Music in Pikmin 2#Leitmotifs|"Hocotatian" motif]] in a natural-instrument ensemble, this new synthesized melody is the latter half of the "Koppaite" motif. The new bit tailors off into the classic loop from the previous game, however, with remastered synthetic drones but with the same old instrument to play the "end of day" motif and its accompaniment.
Heard when the [[S.S. Drake]] recovers something important, such as the first piece of [[fruit]] or the [[Data Glutton]]. This theme highly resembles the [[Music (Pikmin 2)#Collected treasure|"collected treasure"]] theme of the previous game, except instead of a [[Music (Pikmin 2)#Leitmotifs|"Hocotatian" motif]] in a natural-instrument ensemble, this new synthesized melody is the latter half of the "Koppaite" motif. The new bit tailors off into the classic loop from the previous game, however, with remastered synthetic drones but with the same old instrument to play the "end of day" motif and its accompaniment.


{{clear}}
{{clear}}
 
;<span id="End of day">''End of day''</span>:
{{infobox track
{{infobox track
|name=End of day
|name=End of day
|link=https://www.youtube.com/watch?v=T_4QdMiVgcE&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=28
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/039-end-of-day.mp3
|internal = demo_dayend_normal.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard when a [[day]] ends. This is a remaster of the [[Music in Pikmin 2#End of day|"end of day" theme]] from the previous game; all of the original instrumentation is intact, but the reverb has more depth and the whole piece generally sounds crisper. Unlike the previous game, ''Pikmin 3'' has no alternative "end of day" themes depending on how productive the day was, despite seemingly being intended to, [[Unused content in Pikmin 3|originally]].
Heard when a [[day]] ends. This is a remaster of the [[Music (Pikmin 2)#End of day|"end of day" theme]] from the previous game; all of the original instrumentation is intact, but the reverb has more depth and the whole piece generally sounds crisper. Unlike the previous game, ''Pikmin 3'' has no alternative "end of day" themes depending on how productive the day was.


{{clear}}
{{clear}}
 
;<span id="Pikmin suffering">''Pikmin suffering''</span>:
{{infobox track
{{infobox track
|name=Pikmin suffering
|name=Pikmin suffering
|link=https://www.youtube.com/watch?v=0a0TV_cZU7g&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=37
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/044-pikmin-in-distress-.mp3
|header = y
}}
}}
Heard when a non-Red Pikmin suffers [[fire]] for the first time, and when a non-Blue Pikmin is [[water|drowning]] for the first time. This four-note gesture is the same that introduces the [[Medusal Slurker]], albeit without the second cymbal crash. The theme may be distressing, but the small ensemble and high xylophone and synthesizer put the distress on the very small scale of the Pikmin.
Heard when a non-Red Pikmin suffers [[fire]] for the first time, or when a non-Blue Pikmin is drowning for the first time. This four-note gesture is the same that introduces [[Medusal Slurker]], albeit without the second cymbal crash. The theme may be distressing, but the small ensemble and high xylophone and synthesizer put the distress on the very small scale of the Pikmin.


{{clear}}
{{clear}}
 
;<span id="Pikmin suffering (loop)">''Pikmin suffering (loop)''</span>:
{{infobox track
{{infobox track
|name=Pikmin suffering (loop)
|name=Pikmin suffering (loop)
|link=https://www.youtube.com/watch?v=-jmMVaCEX08&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=39
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/045-pikmin-in-danger-.mp3
|internal = demo_z17_PikuminDrown.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when a leader explains what to do when a Pikmin is on [[fire]] or [[water|drowning]]. This loop is rather coherent, with a distinct resolution of D to G from E♭, according to the bass clarinet. However, one synthesized texture underneath this resolution is detuned with itself, making it sound unpitched and disconcerting. Certainly, the contrast in registers here is enough to suggest something wrong, and something urgent.


{{clear}}
{{clear}}
 
;<span id="Leader down">''Leader down''</span>:
{{infobox track
{{infobox track
|name=Leader is down
|name=Leader down
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/080-alph-down....mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/080-alph-down....mp3
|internal = demo_PlayerDown.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard whenever a [[leader]] loses all their [[HP]]. This is a new rendition of the [[Music in Pikmin 2#Leader is down|"leader is down" theme]] of the previous game, featuring the same composition but with a few differences. The synth bass in the previous game is replaced with a marimba sound, and the whole texture fades into a synthesized filter at the end. These changes, including making the whole theme less melodic and less prominent, can reflect that one leader being downed is less of an urgent problem with three leaders to begin with. However, ''Pikmin 3'' does not supply different versions of this theme based on how many leaders are left.


{{clear}}
{{clear}}
 
;<span id="Pikmin extinction">''Pikmin extinction''</span>:
{{infobox track
{{infobox track
|name=Pikmin extinction
|name=Pikmin extinction
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/101-pikmin-extinction....mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/101-pikmin-extinction....mp3
|internal = demo_PikminExtinction.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard whenever a [[Pikmin extinction]] occurs, when a player loses all Pikmin. This is a new rendition of the [[Music in Pikmin 2#Pikmin extinction|"Pikmin extinction" theme]] of the previous game, except many instruments have been removed to diminish the scale of the mood down to the three lone leaders. Now, only a penny whistle, a classical guitar, and a marimba score the loss of all Pikmin, certainly making the cue more solitary yet still conveying the forlorn yet hopeful mood well. The marimba and the classical guitar sounds particularly show off the advancement of the programs used to make music in the series.


{{clear}}
{{clear}}
 
;<span id="Game over">''Game over''</span>:
{{infobox track
{{infobox track
|name=Game over
|name=Game over
|link=https://www.youtube.com/watch?v=moIZvRL7p4A&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=63
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/083-game-over.mp3
|internal = Gameover.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when a [[day]] ends with no [[juice]] remaining. A decelerating clock tick and baritone saxophone chime in to bring the playthrough's events to a sluggish close. Based on the whole-tone tendencies, the comical jaw-harp-like harmony, and the detuning timpani hit near the end, the introduction to this theme seems to be playing more to mocking the failure of the player than to the doleful fate of the Koppaites. It seems that its brevity was intended to sound anticlimactic, perhaps to give the player more hope and indirect encouragement to continue.


The loop that follows is drastically different from the cue right before it. More of a collection of sounds, this loop uses space and register very adeptly, filling it with far-fetched and unrecognizable textures. Each sound on its own is triadic, or at least tonally coherent, but together they all mold together into a juxtaposition of modes, providing a background music bed. The looseness of this theme can be explained by its anomalous purpose: this theme has to score the game after the game is over.
{{clear}}
;<span id="Game over (loop)">''Game over (loop)''</span>:
{{infobox track
|name=Game over (loop)
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/084-continue-.mp3
}}


{{clear}}
{{clear}}
 
;<span id="Land in Distant Tundra">''Land in Distant Tundra''</span>:
{{infobox track
{{infobox track
|name=Land in Distant Tundra
|name=Land in Distant Tundra
|link=https://www.youtube.com/watch?v=wesaf5NbZZo&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=43
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/052-brittany-s-landing.mp3
|internal = demo_CourseIn_c07.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when the S.S. Drake prepares to land in the [[Distant Tundra]], but loses Brittany. To note is that at the beginning of this rendition of the "land in new area" theme that the cymbal crash is missing. It instead accents the S.S. Drake hitting an obstacle and losing Brittany. This perfect synchrony also includes the final note being a half-step higher than usual, to give the theme a whole-tone, ambiguous feel. Afterwards, a saw-wave synthesizer and {{w|Gong|tuned gongs}} descend chromatically to aurally follow Brittany on her fall into the cave.


{{clear}}
{{clear}}
 
;<span id="Captain Charlie's theme">''Captain Charlie's theme''</span>:
{{infobox track
{{infobox track
|name=Captain Charlie's theme
|name=Captain Charlie's theme
|link=https://www.youtube.com/watch?v=74nS7sHYeWQ&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=46
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/067-captain-charlie-s-theme.mp3
|internal = demo_c23_CharlieRap.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard after [[Captain Charlie]] escapes the [[Vehemoth Phosbat]], and is talking with the other leaders. This small loop repeats Charlie's [[#Captain Charlie's introduction|previous motif]] with a vocal-like synthesizer and over a simple straight-ahead beat. Again, the beat puts the theme in more understandable context, and gives both the theme and Captain Charlie more associated character.


{{clear}}
{{clear}}
 
;<span id="Louie's theme">''Louie's theme''</span>:
{{infobox track
{{infobox track
|name=Louie's theme
|name=Louie's theme
|link=https://www.youtube.com/watch?v=JHQSYiUwJZs&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=51
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/077-louie-s-theme.mp3
|internal = demo_d06_02.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when [[Louie]] calls the leaders in the [[Twilight River]]. Louie's theme has many different sounds all providing confusing whole-tone passages. Together they create a very complex and comical loop, with many different streams that are difficult to follow. One element remains constant though: a Wurly-keyboard-esque sound consistently plays the 7th and 2nd scale degrees on the off-beat. This rigid gesture will be important when Louie's theme is reprised; it provides the basis for the general mood of urgency.


{{clear}}
{{clear}}
 
;<span id="Recovered Louie">''Recovered Louie''</span>:
{{infobox track
{{infobox track
|name=Recovered Louie
|name=Recovered Louie
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/078-louie-analysis.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/078-louie-analysis.mp3
|internal = demo_get_luie.w.32.dspadpcm.bfstm
|composer  =Hajime Wakai
|header = y
}}
}}
Heard when Louie is brought back to the S.S. Drake, both times. This cue harkens back to the [[Music in Pikmin 2#Collected special treasure|"collected special treasure" theme]] from the previous game. The composition is the same, but the instruments are radically more synthesized and the rhythm is more pronounced by a drum machine. The "Koppaite" motif was used for all important items before this; since Louie is a [[Hocotatian]]; the [[Music in Pikmin 2#Leitmotifs|"Hocotatian" motif]] is referenced. It should be noted that what seems like a small noise from Louie during the cue can also be heard. After the cue, the same "collected treasure" loop plays, a theme for the analysis of important objects.


{{clear}}
{{clear}}
 
;<span id="Louie escaped">''Louie escaped''</span>:
{{infobox track
{{infobox track
|name=Louie escaped
|name=Louie escaped
|link=https://www.youtube.com/watch?v=ahGcrOG4Kkk&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=54
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/079-follow-that-hocotatian-.mp3
|internal = demo_b22.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard the morning Louie escapes in the [[Garden of Hope]], when the leaders discover he is missing. This is essentially the last reprise of Louie's theme, with a few elements adding extra power to intensify the feeling of having no juice left. Instead of the Wurly synthesizer, violas and violins provide the texture bed for the other confusing gestures. Overall, they make the loop sound less elaborate, but more important, as the scale of the ensemble and the mood is augmented.


{{clear}}
{{clear}}
 
;<span id="Found Olimar">''Found Olimar''</span>:
{{infobox track
{{infobox track
|name=Found Olimar
|name=Found Olimar (loop)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/204.%2520Formidable%2520Oak%2520%2528Exterior%252C%2520Wraith%2527s%2520Lullaby%2529.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/109-captain-olimar-found-.mp3
|internal = demo_e12_FindOlimar.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when [[Captain Olimar]] is discovered at the top of the [[Formidable Oak]]. Now a full orchestra and electronics are prepared to score all scenes containing the [[Plasm Wraith]]. The surprise of finding Olimar is intensified by harsh whole-tone strings, a cymbal slide, and a quiet reversed sample of an ocean harp. The strings hold on a high E to sustain the suspense of finding out the Plasm Wraith's next move. This tension is not easily released, however, as evidenced by the following loop.


{{clear}}
{{clear}}
 
;<span id="Found Olimar (loop)">''Found Olimar (loop)''</span>:
{{infobox track
{{infobox track
|name=Found Olimar (loop)
|name=Found Olimar (loop)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/204.%2520Formidable%2520Oak%2520%2528Exterior%252C%2520Wraith%2527s%2520Lullaby%2529.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/110-formidable-oak-exterior-the-mysterious-life-form-s-lullaby-.mp3
|internal = demo_e12_FindOlimar.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when the leaders explain finding Olimar. Only a celeste and a voice-like synthesizer play here, creating a very eerie lullaby mood. Given the context of the Plasm Wraith looking over Olimar, this piece is remotely fitting but still extremely tense. The tension built from the previous cue is not released here, as the music takes an almost opposite judgment to the leaders about the situation. The calmness and thinness of this piece is not referenced again, as the Plasm Wraith is never this calm again.


{{clear}}
{{clear}}
 
;<span id="Olimar released">''Olimar released''</span>:
{{infobox track
{{infobox track
|name=Olimar released
|name=Olimar released
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/205.%2520Formidable%2520Oak%2520%2528Exterior%252C%2520Mysterious%2520Life-Form%2520Battle%2520and%2520Aftermath%2529.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/111-mysterious-life-form-battle-intro.mp3
|internal = demo_BossEHenka.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when Olimar is initially released from the plasm ball the Plasm Wraith forms. A sweep up the strings and a horn blare establish the terrifying contrast that characterizes the now hostile Plasm Wraith. The orchestral power subsides as Olimar is left alone, with only violins holding E and F together to augment the suspense of the moment. This held note quickly evolves into a new loop.


{{clear}}
{{clear}}
 
;<span id="Olimar released (loop)">''Olimar released (loop)''</span>:
{{infobox track
{{infobox track
|name=Olimar released (loop)
|name=Olimar released (loop)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/205.%2520Formidable%2520Oak%2520%2528Exterior%252C%2520Mysterious%2520Life-Form%2520Battle%2520and%2520Aftermath%2529.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/112-formidable-oak-exterior-mysterious-life-form-battle-and-aftermath-.mp3
|internal = demo_BossEHenka.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when the leaders explain how to handle carrying Olimar. From the initial held note this new loop appears, controlled by cellos and a {{w|goblet drum|doumbek}}. The violins waver in their notes slightly, which certainly makes the mood off-putting, but what really drives the tension home is the alien synthesizers that play. A ping-like sound and a synth bass play bits of the [[Mysterious Life-Form]]'s theme, which at the moment sounds very strange but which will soon sound familiar. In fact, it could be said that the Mysterious Life-Form's theme releases the tension accrued and sustained by this theme.


{{clear}}
{{clear}}
 
;<span id="Mysterious Life-form appears">''Mysterious Life-form appears''</span>:
{{infobox track
{{infobox track
|name=Mysterious Life-form appears
|name=Mysterious Life-form appears
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/206.%2520The%2520Mysterious%2520Life-Form%2520Appears.mp3
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/113-the-mysterious-life-form-appears-.mp3
|internal = demo_e01_BossEAppear.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when the [[Mysterious Life-Form]] materializes inside the [[Formidable Oak]]. This is the most {{w|aleatoric music}} in the game, beginning with the reversed sample of an ocean harp (to establish something wrong) and growing into a huge, rich, looping cluster of tension. High strings randomly rise while a horn cluster settles them, eventually just leaving a loop of low strings and horns playing imperceptibly together. The whole loop sounds like one sound, but it is a very rich texture that actually alienates the Mysterious Life-Form. The dissonance of this cue makes the Mysterious Life-Form seem more monstrous, and less adherent to anything else in the game.


{{clear}}
{{clear}}
 
;<span id="Conclusion cutscene">''Conclusion cutscene''</span>:
{{infobox track
{{infobox track
|name=Conclusion cutscene
|name=Conclusion cutscene
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/213.%2520Captain%2520Olimar%2520and%2520the%2520Cosmic%2520Key.mp3
|link=https://www.youtube.com/watch?v=SsQUSw3Ppkg&index=51&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal=demo_s02_ending01_mix.yr.32.dspadpcm.bfstm
|header = y
}}
}}
Heard when Olimar is saved; the cutscene occurs this way no matter how much [[fruit]] was recovered. It begins with the Koppaites meeting Olimar, who is immediately characterized by the true [[Music in Pikmin 2#Leitmotifs|"Hocotatian" motif]] played resoundingly in trumpet (and later echoed in a horn section and a flute). The bold texture for Olimar contrasts with a softer, thinner texture for the awestruck Koppaites, in harp, thumb piano, and flute. This friendly texture stays for the remainder of the scene, as Olimar and the Koppaites exchange friendly dialog. One other element receives musical attention: the [[S.S. Drake#Cosmic Drive Key|cosmic-drive key]]: its appearance is almost comically chimed by a bell and the same choir used as a sound effect in the [[KopPad]].
When the S.S. Drake lifts off, an immediate orchestral theme erupts with full strings and up-beat horn textures. An electronic drum kit kicks in with a cymbal crash and a synthesized texture plays the S.S. Drake accelerating into the atmosphere. Next comes an orchestral elaboration of the "Koppaite" motif, which only becomes richer and more victorious with time. When the leaders look back at the Pikmin from the air, the texture suddenly thins out to solo strings playing ''molto expressivo''. The texture builds as more strings and a {{w|mark tree}} enter the mix, until it all metamorphoses into a predominant version of the ''Pikmin 2'' motif, sung by Pikmin over strings. The orchestral texture barges back in to repeat this texture as an extended dominant, until the final resolving F major caps the whole scene's fade to black.
As the S.S. Drake leaves PNF-404 in the next scene, the music slows to an ostinato of quiet violins and basses, while woodwinds and cellos voice a gesture dissimilar to any motif; it is clearly building up to something. This something is a resolution in G major, with mainly a trumpet and crotales voicing what resembles an inversion of the "Koppaite" motif, followed by a simple scalar gesture in strings and glockenspiel. This repeats three times before the next orchestral hit, when Charlie tells Alph to prepare cosmic drive. The orchestra builds in the dominant key as the sound of cosmic drive intensifies, even switching to strange substitute harmonies, perhaps in the style of {{w|Gustav Holst}}. Finally, cosmic drive begins, and the orchestra hits several times in a whole-tone key of G, augmenting the weirdness of this science-fiction concept. A final triplet of hits from the whole orchestra plays before the S.S. Drake disappears in a flash; the music simply stops at this point, leaving one with the view and the aural nature of the void of space.


{{clear}}
{{clear}}
 
;<span id="Epilogue (bad)">''Epilogue (bad)''</span>:
The epilogues all feature the same music bed, with the narrator from the prologue narrating a different message based on how much fruit was recovered. The music is a loop not unlike a fanfare for a medal ceremony, with military percussion and rhythm underlaying a harmonic texture in strings and some woodwinds. Even a few spacey melodic sound effects join in to thicken the texture. Overall, this piece focuses on playing to the conclusion of the game, so it works over each message.
 
{{infobox track
{{infobox track
|name=Ending (modest supply)
|name=Epilogue (bad)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/215.%2520Epilogue%2520%2528Bad%252C%2520Narration%2529.mp3
|link=https://www.youtube.com/watch?v=V1UG7Ksx-pQ&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=52
|internal =STRM_DEMO_s03_Epilogue01_48k.bfstm
|header = y
}}
}}
{{see|Cutscene#Modest supply}}


{{clear}}
{{clear}}
 
;<span id="Epilogue (good)">''Epilogue (good)''</span>:
{{infobox track
|name=Ending (reasonable supply)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/217.%2520Epilogue%2520%2528Okay%252C%2520Narration%2529.mp3
|internal =STRM_DEMO_s03_Epilogue02_48k.bfstm
|header = y
}}
{{see|Cutscene#Reasonable supply}}
 
{{clear}}
 
{{infobox track
{{infobox track
|name=Ending (healthy supply)
|name=Epilogue (good)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/219.%2520Epilogue%2520%2528Good%252C%2520Narration%2529.mp3
|link=https://www.youtube.com/watch?v=oVrGzjHO_VI&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=53
|internal =STRM_DEMO_s03_Epilogue03_48k.bfstm
|header = y
}}
}}
{{see|Cutscene#Healthy supply}}


{{clear}}
{{clear}}
 
;<span id="Epilogue (perfect)">''Epilogue (perfect)''</span>:
{{infobox track
{{infobox track
|name=Ending (bountiful supply)
|name=Epilogue (perfect)
|link=https://downloads.khinsider.com/game-soundtracks/album/pikmin-3/221.%2520Epilogue%2520%2528Best%252C%2520Narration%2529.mp3
|link=https://www.youtube.com/watch?v=ic9XM7DIJBI&index=54&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal =STRM_DEMO_s03_Epilogue04_48k.bfstm
|header = y
}}
}}
{{see|Cutscene#Bountiful supply}}


{{clear}}
{{clear}}
 
;<span id="Credits">''Credits''</span>:
{{infobox track
{{infobox track
|name=Credits
|name=Credits
|link=https://www.youtube.com/watch?v=ERuiiudNEpE&list=PLQWz7Y_QbVVybS_Zs-S8pjt67Nkilgfmv&index=64
|link=https://www.youtube.com/watch?v=ETMeYlLGjQM&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=55
|header = y
}}
Heard after any of the epilogues, when the game is complete. This is by far the most varied of the credit sequences in the {{ps}}. Each scene in the credits' background has a different environment and different actions from the Pikmin, and the music adeptly scores each scene, while developing itself. The scenes are listed chronologically:
*(0:00) [[Blue Pikmin]] are walking through rain in the [[Tropical Wilds]] while [[Yellow Pikmin]] take shelter under a stump. As the credits have just begun, the texture is very thin, with only a {{w|Hang (instrument)|Hang drum}} and pizzicato violin establishing the waltz and the first gesture.
*(0:17) Blue Pikmin are idling in water in the [[Garden of Hope]]. The first gesture repeats with glockenspiel, harp, and bass pizzicato added. This adds complexity and development, before the gesture is briefly set aside for some more detailed scores.
*(0:34) A [[Red Pikmin]] attempts to chase a [[Yellow Spectralids]] in what is more clearly the [[Garden of Hope]]. Here the music takes a sidestep and scores this small scene with instruments from the Garden of Hope's theme, including an accordion and banjo. Its underlying development still exists, as can be heard in the underlying low clarinets and strings. At this point, the music is swung rather than a straight waltz.
*(0:52) Several Pikmin watch as other Pikmin slide down the larger ice slide in the [[Distant Tundra]]. The music switches a new passage in a deceptively different key using the tuned gongs, jingle bells, and synthesized pad from the Distant Tundra's theme. This may sound like an entirely different turn, but the orchestra bassoon and strings can still be heard building behind it.
*(1:08) Pikmin idle in tulips, until they begin hiding from back to front. The frontmost Yellow Pikmin does not notice the threat, and nearly gets eaten by the revealed [[Whiptongue Bulborb]]. The Pikmin rise out of the tulips one by one, and watch the Whiptongue Bulborb leave until a Blue Pikmin is caught by a [[Swooping Snitchbug]]. This long scene has two parts. The first is a buildup to the Bulborb's attack, in gracing woodwinds, piano, and snare drum. The texture becomes increasingly thick and accelerates until the Bulborb's attack is accented by a cymbal crash and timpani hit. The Bulborb's failure and departure characterized by the bassoon gesture from the [[Twilight River]] theme, the Pikmin begin rising from their tulips with whole-tone harp and glockenspiel. As each one rises, they make a small noise, and the high-register waltz texture plays their scale. As more of them rise, they begin to make noises in rhythm, and even start to sing the ''Pikmin 2'' motif, until a gesture in piano and {{w|col legno}} strings abruptly accents the Swooping Snitchbug capturing the Blue Pikmin, ending the scene.
*(1:50) A camera pan-through shows many different Pikmin in the Twilight River practicing singing the ''Pikmin 2'' motif and eventually harmonizing to the song. There are just enough Pikmin shown in the scene for all the voices in the tune, and their voices are wavering and arrhythmic enough to sound more like an ensemble of non-professional singers than an instrument. This is also the first instance of Pikmin harmonizing together, getting more and more accurate as the piece progresses and deceptively becomes more and more orchestral. By the end of this scene, a trumpet and full strings accompany the Pikmin. As a fun secret in the credits, the final Pikmin shown, a Blue Pikmin on a branch, appears to be conducting the song. It waves its arms and makes noises that resemble, "Two, three..." as a conductor might gesture in a {{w|fermata}} such as this.
*(2:15) A camera zooms out from a passageway in the Tropical Wilds to reveal a large amount of Pikmin sitting on various perches, becoming a chorus of harmonizing Pikmin. The orchestra reaches its climax here, with a cymbal crash and grand enharmonic substitution chords from the Pikmin. As the texture thins out to a final E major chord in horns, the Pikmin voices disperse as the ''Pikmin 2'' motif is repeated one more time and a half. At this point the scene fades to black, and the final scene of the credits does not contain music (save for the sustain of the final note in the last scene). Since this scene is a cliffhanger for the [[Canon|canonical story]], it is played in complete silence to seal in the questions raised by it.
 
{{clear}}
 
{{infobox track
|name=Garden/Field/River/Tundra survey
|link=https://youtu.be/fNrkPy0z-ss
|composer  =Babi
|header = y
}}
Heard before [[Flower Garden]], [[Inside Forest]], [[River]], and [[Tundra]]. When a mission is started in [[Olimar's Assignment]], an expedition log video from Olimar is played out. Although each one features different sound effects and dialogue, they all share the same music. The music is simple and sparse, featuring light woodwind and percussion instruments playing a simple melody with a sparse harmonic background. Most notes are played staccato and generally only 1 note plays at a time, and this sparse style emphasizes the simple goal of the missions: to collect treasure. This theme is exclusive to ''Pikmin 3 Deluxe''.
 
{{clear}}
 
{{infobox track
|name=Oak survey
|link=https://youtu.be/wu89m1CNHlQ
|composer  =Soshi Abe
|header = y
}}
Heard after the results screen for [[Tundra]]. While this has a similar instrumentation to the survey themes of the other areas, the effect is very different, and designed to build suspense. Parts of the cutscene have low woodwinds playing slow scales down and up while pizzicato strings play dissonant intervals above, creating a sinister feel. Other parts feature long tremolo string notes playing tight chords that slowly move upwards, a suspenseful sound used elsewhere in the game to introduce bosses. The strings grow in volume towards the end of the cutscene, before dramatically stopping when the screen fades to black. This theme is exclusive to ''Pikmin 3 Deluxe''.
 
{{clear}}
 
{{infobox track
|name=Olimar's Assignment ending
|link=https://youtu.be/zxXfRBnOgBw
|composer  =Soshi Abe
|header = y
}}
Heard during the end of Olimar's Assignment, after the Oak Survey video. This short looping theme is very different to the cutscene before it, and mainly features a slow C/G to Gmaj7 chord progression played on various synthesizers. The style of snare drum heard in the results menu themes is also found here. The second half of the loop features a slow melody played on a flute, and a small amount of dissonance in the chords. This theme is exclusive to ''Pikmin 3 Deluxe''.
 
{{clear}}
 
{{infobox track
|name=Olimar's Comeback ending
|link=https://youtu.be/_D_lxcZSz74
|composer  =Soshi Abe, Babi
|header = y
}}
}}
Heard during the ending cutscene of Olimar's Comeback. The first part of the theme contains long and epic-sounding chords to emphasize the lift-off of Olimar and Louie. The second part of the theme is composed by Babi, also featuring her own live voice performance. It retains the style of the Side Stories gameplay themes, and contains sparse notes between piano, percussion, strings, and some additional Pikmin voice samples. This theme is exclusive to ''Pikmin 3 Deluxe''.


{{clear}}
{{clear}}


==Areas==
==Areas==
Like the previous games, ''Pikmin 3'' has dynamic themes for its areas. Depending on certain parameters of in-game events, different mixes or versions of the theme play. These parameters are:
{{stub}}
*'''Enemy mix:''' If a leader or Pikmin are within the detection of an [[enemy]], an intense percussion track will be added to the mix, always containing timpani, crash cymbals, and a collection of bells like cowbells. Sometimes a snare drum is included.
*'''Task mix:''' If Pikmin are performing a task to overcome an [[obstacle]], such as destroying a [[gate]] or carrying [[Bridge#Fragment|fragments]], a unique complement to the music will be added, normally covering a lower register.
*'''Carrying mix:''' If Pikmin are carrying anything (including [[pellets]] and enemy corpses), a unique complement to the music will be added, normally covering a higher register.
*'''Afternoon version:''' The theme that plays at the beginning of the day is considered by this article to be the normal theme of the area. As the [[HUD#Sun Meter|Sun Meter]] reads noon, the music fades out for the bell chime and then comes back in with a new intro. Usually, the theme is the same before and after noon, but for the [[Garden of Hope]], the two are different. For the other areas, the links in this article are only to the afternoon intro, since the following themes are the same as morning.
*'''Sunset version:''' Once the [[HUD]] warns the player to collect all stray Pikmin before [[Day#Sunset|sunset]], the music changes to a thinner, calmer remix of ''part'' of the original theme. This completely replaces the original theme, and does not feature any of its own enemy, task, and carrying mixes, unlike the sunset themes in the previous games.
*'''Weather version:''' If it is raining in the [[Garden of Hope]], [[Tropical Wilds]], or [[Twilight River]], a completely different theme will play with its own enemy, task, and carrying mixes. If it is snowing in the [[Distant Tundra]], a different version of that area's theme will play.
 
A new feature of ''Pikmin 3'' is that these parameters are global; the active leader does not need to be nearby a gameplay event for it to trigger a musical adaptation. This actually makes music a helpful gameplay element, for example alerting the player as to when Pikmin not on screen are in danger with the enemy mix. Also, when the active leader is [[hiding]], the music will fade out.
 
It should be noted that, unlike in the articles for the previous games' soundtracks, there is no instrument listed in bold. This is because the area themes in this game are very atmospheric; either many instruments take different parts of the melody or the melody is not clearly defined.


===Alph's Crash Site===
===Alph's Crash Site===
{{infobox track
|name=Alph's Crash Site
|link=https://youtu.be/rzjMwL4lh3w?list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O
|internal=STRM_BGM_Tutorial.bfstm
|composer  =Asuka Hayazaki
}}
As [[Alph]] first discovers [[Red Pikmin]], this music plays over the basic tutorial of Pikmin gameplay. The melody is simple and scalar and the toy piano sound adds to its toy-like mood, suggesting humble beginnings, even infancy. The elements in the level are expertly arranged so that the music develops in a satisfying way, which may somewhat aid the understanding of gameplay. A few parts of the melody and its context echo bits of [[Music in Pikmin#The Impact Site|The Impact Site's theme]].
'''Instruments'''
*'''Main version''': Piccolo, clarinets, glockenspiel, muted {{w|almglocken}}, toy piano, detuned melodica, and jingling and hi-pass synthesizers.
*'''Enemy mix''': Timpani, crash cymbals, and bell collection.
*'''Task mix''': Baritone saxophone, metal tom drum, conga, and rotary organ.
*'''Carrying mix''': Celeste/bell synthesizers.
As this theme only occurs during day 1 where weather is always sunny and there is no time limit, there is no weather, afternoon, or sunset version of this theme.
When Alph first wakes up after watching the S.S. Drake crash, there is a [[#Alph awakens|brief musical cue]] followed by part of this theme (without melodica) played until Alph can be controlled. After this, the theme does not return until the [[Red Onion]] is freed.
{{clear}}
===Garden of Hope===
===Garden of Hope===
{{infobox track
|name=Garden of Hope
|link=https://www.youtube.com/watch?v=QmZ_mBSMUQ0
|internal=STRM_BGM_mapB_Morning.bfstm STRM_BGM_mapB_Day.bfstm mapB_Evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
The [[Garden of Hope]]'s theme is a beautiful representation of the season of spring. The textures are soft (the harp gestures especially delicate) and the melodic instruments and dynamics smoothly transition between each other. Interestingly, the Garden of Hope is the only area to have a different theme for the afternoon. The structure is the same, but different instruments surface and the chord progression changes in several areas. The afternoon theme is preceded by its own small, four-bar introduction.
'''Instruments'''
*'''Main version''': Flute, pan flute, clarinet, bassoon, marimba, accordions, harp, glockenspiel-like synthesizer, and violins and violas.
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': Hand drum, djembe, shaker, vocal synthesizer, and pizzicato cellos.
*'''Carrying mix''': Celeste and music box.
*'''Weather version''': See '''[[#Rain|Rain]]'''.
*'''Afternoon version''': Same as main version, but piccolos, a full use of banjo, and pizzicato basses are added.
*'''Sunset version''': Piccolos, pan flute, clarinet, accordion, celeste, glockenspiel-like synthesizer, and violins and violas.
On day 2, the music will not begin until Pikmin are called out of the Onion.
{{clear}}
===Distant Tundra===
===Distant Tundra===
{{infobox track
|name=Distant Tundra
|link=https://www.youtube.com/watch?v=SvMW6YT0NGo&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=3
|linkp=https://www.youtube.com/watch?v=0hSVCDK2wtE&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=4
|internal=STRM_BGM_mapC_Morning.bfstm STRM_BGM_mapC_Day.bfstm mapC_Evening.o.32.dspadpcm.bfstm STRM_BGM_Snow_Morning.bfstm STRM_BGM_Snow_Day.bfstm Snow_Evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
The [[Distant Tundra]]'s theme takes a lot of inspiration from the [[Music in Pikmin 2#Valley of Repose|Valley of Repose's theme]], mainly in gestural rhythms. However, this piece is a lot looser, with bouncy gestures, strange harmonic progression, and changing meter (although it always keeps its pulse) that all still carry the beauty of the frozen landscape. One secondary melodic instrument, the bell synthesizer, is the same one used in the [[Music in Pikmin 2#Perplexing Pool|Perplexing Pool's theme]].
It does not rain in the Distant Tundra; its weather equivalent is snow, prompting a new version of the theme on any day that it is snowing; this theme is actually a passage longer than the main version.
'''Instruments'''
*'''Main version''': Celeste, pad synthesizers, and bell synthesizer.
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': DX electric piano, and pizzicato cellos and basses.
*'''Carrying mix''': Calliope, calliope-like synthesizer, and sleigh bells.
*'''Weather version''': Gamelan, pad synthesizers, and bell synthesizer.
*'''Afternoon version''': Same as main version.
*'''Sunset version''': Glockenspiel (long attack), thin handbell-like synthesizer, and pad synthesizers.
It always snows on the first day [[Alph]] and [[Brittany]] arrive in the Distant Tundra. In the weather version, the calliope-like synthesizer is replaced with an accordion.
{{clear}}
===Tropical Wilds===
===Tropical Wilds===
{{infobox track
|name=Tropical Wilds
|link=https://www.youtube.com/watch?v=pvbxG8G8IxA&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=5
|internal=STRM_BGM_mapA_Morning.bfstm STRM_BGM_mapA_Day.bfstm mapA_Evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
The [[Tropical Wilds]]'s theme follows a strategy employed by a few [[Music in Pikmin 2#Caves|cave themes]] in the previous game: being overcomplicated so that the player's mind is directed away from the music. Using a large varied ensemble with complicated patterns of call-and-response, the theme actually directs attention to gameplay, rather than to the scenery and detail. The mind can only stream so much information at once, so it prioritizes this complex area's terrain and the elements within it. Thus, the music here could indicate a turning point for the difficulty of the game.
'''Instruments'''
*'''Main version''': Kalimba, cowbell, {{w|overtone flute}}, cicada-like synthesizers, fifes, [https://www.youtube.com/watch?v=OftdeE1pTeA udu], mallet-like synthesizer, bass {{w|marimbaphone}}, steel drum, accordion, and shaker.
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': Conga, triangle, tube drums, pad and bass synthesizers, contrabass flute, and guitar-like synthesizer.
*'''Carrying mix''': Gong and celeste synthesizers.
*'''Weather version''': See '''[[#Rain|Rain]]'''.
*'''Afternoon version''': Same as main version, but the intro contains bass accordion.
*'''Sunset version''': Fifes, modified celeste, marimbaphone, udu, cowbell, and accordion.
{{clear}}
===Twilight River===
===Twilight River===
{{infobox track
|name=Twilight River
|link=https://www.youtube.com/watch?v=khwVnJFOd1c&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=6
|internal=STRM_BGM_mapD_Morning.bfstm STRM_BGM_mapD_Day.bfstm mapD_Evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
[[Twilight River]]'s theme has the most defined swing rhythm of all the area themes in the game, bringing this theme closest to a jazz genre. Its meter is very free, but its chord progression is very distinct and follows a nice pattern of 5-1 resolution, albeit with a great number of odd turns that make the whole texture more interesting. This piece also demonstrates some very well-rendered instrument sounds, particularly the acoustic guitar and strings. The whole piece blends very well together; its leisurely mood complements the peaceful atmosphere, while its hidden complexity complements the gameplay intensity at this point in the game.
'''Instruments'''
*'''Main version''': Bassoons, handbells, shaker, acoustic guitar, accordions, pad synthesizer, and violin (also playing {{w|double stop}}) and viola.
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': Congas, talking drum, synth bass, and vocal synthesizer.
*'''Carrying mix''': Glockenspiel-like synthesizer, and log drum.
*'''Weather version''': See '''[[#Rain|Rain]]'''.
*'''Afternoon version''': Same as main version, but the intro contains a glockenspiel.
*'''Sunset version''': Soprano bassoons, celeste, glockenspiel, accordions, and violin.
{{clear}}
===Formidable Oak===
===Formidable Oak===
{{infobox track
|name=Formidable Oak
|link=https://www.youtube.com/watch?v=EwQTErlSx8I&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=9
|linkp=https://www.youtube.com/watch?v=F5464xG_d0w&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=11
|internal=mapE_1stday.o.32.dspadpcm.bfstm mapE_1stday_evening.o.32.dspadpcm.bfstm mapE.o.32.dspadpcm.bfstm mapE_Evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
The [[Formidable Oak]]'s theme, which is more an ambience than a theme, is all designed to build a high level of tension for the events in the interior, using unrecognizable sounds and minimalism. Since there are no [[enemies]], [[obstacle]]s, or [[fruit]]s in the exterior area, there are no enemy, task, or carrying mixes; it also has no afternoon version. However, rain causes a rather dramatic change to the ambience, making it a definable theme with rhythm. The bass drops an octave lower, and a deceptively cheerful theme plays over the unnerving texture, in a style very similar to [[Music in Pikmin#The Final Trial|The Final Trial's theme]].
'''Instruments'''
*'''Main version''': Timpani, bamboo marimba, snare drum, pad/modulating sine synthesizer, distorted modified vocal synthesizer, filtered noise, and basses.
*'''Weather version''': Same as main version, plus glockenspiel, celeste, modified kalimba, and a new melodic vocal synthesizer.
*'''Sunset version''': Detuned chorused glockenspiel, bamboo marimba, celeste/wind chime sample, and distorted modified vocal synthesizer.
There is also a [https://www.youtube.com/watch?v=7utH56a7fAg&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=7&t=1m08s specific theme] for the sunset during rain. It is the same melody from the normal weather version, but shared between the detuned glockenspiel and celeste/wind chime sample, making it the thinnest theme in the game.
{{clear}}
===Caves===
===Caves===
{{infobox track
|name=Cave
|link=https://www.youtube.com/watch?v=5Qx9R9WzNEI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=8
|internal=STRM_BGM_Cave.bfstm
}}
Every [[cave]] in the game, besides those in the [[Formidable Oak]], use this theme. Time still passes in caves, but the theme does not recognize the afternoon or sunset, and no changes occur due to weather outside. The theme itself is minimalist but still rather complex, directing attention to navigating the cave rather than admiring its ambience. One of the instruments used here is the Kurzweil K2500's "[[Music in Pikmin#The Distant Spring|cymbal thing]]" synth preset.
'''Instruments'''
*'''Main version''': Piano, [https://www.youtube.com/watch?v=BkVBGSWYNEY pitched ride cymbal],  glass harp, pad synthesizers, vocal synthesizer, and sitar-drone-esque synthesizer.
*'''Enemy mix''': Electronic drum kit.
*'''Task mix''': Hi-hat, electronic piano, sawtooth synthesizer, ping-like chordal synthesizer, and cave-drop sound effect.
*'''Carrying mix''': Music box.
{{clear}}
===Rain===
{{infobox track
|name= Rain
|link=https://www.youtube.com/watch?v=7utH56a7fAg&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=7
|internal=STRM_BGM_Rain_Morning.bfstm STRM_BGM_Rain_Day.bfstm Rain_evening.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
}}
This theme occurs whenever it is raining in an area other than the [[Formidable Oak]], and it expertly captures the mood set by the rain. The steadiness of the piano texture puts the theme more in the background to gameplay events, but rain acts the same way, so the theme works very well. Since rain lasts all day, this special theme has its own mixes for gameplay events.
'''Instruments'''
*'''Main version''': Marimba, Hang drum, electronic drum kit (including echoed woodblock and tablas), reversed cymbal roll, piano (forward and reversed).
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection.
*'''Task mix''': Fretless bass, shaker, modified tablas, and sampled distorted piano.
*'''Carrying mix''': Guitar-like synthesizer.
*'''Afternoon version''': Same as main version.
*'''Sunset version''': Celeste, Hang drum, electronic drum kit, piano, and accordion.
{{clear}}
==Bosses==
==Bosses==
{{todo|Find links, if any exist, to the short cues in main boss and mid-boss themes, just like the ones in ''Pikmin 2''.}}
{{stub}}
Boss themes have to build a lot more tension than normal gameplay themes, so they normally incorporate more orchestral textures with specific sounds that produce great intensity. A feature of most of the boss themes in this game, as in [[Music in Pikmin 2#Bosses|the previous game]], is that the boss' actions determine changes or cues in the music. Except for the [[Plasm Wraith|final boss']] case, a boss theme will only play in the boss' vicinity, since the theme's dynamism is generally controlled by the boss and not the player.


===Main bosses===
===Main bosses===
For the [[Armored Mawdad]], [[Sandbelching Meerslug]], [[Scornet Maestro]], and [[Quaggled Mireclops]], the transition from area theme to boss theme occurs in this way: between the main game area and the boss arena is a passageway in which the area music fades into the sound of heavy wind the closer the player is to the arena. In the arena, the boss theme can begin out of silence.
{{infobox track
|name=Boss battle intro
|link=https://www.youtube.com/watch?v=4fs4mfLdMoQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=0m00s
|composer  =Asuka Hayazaki
|header = y
}}
Heard during a boss introduction cutscene; this particular intro is for the [[Scornet Maestro]]. There are two parts to the boss battle intro: A subtle tension-building ambience built on atonal strings and contrabassoon when the boss is beginning its appearance, and a hyper-tense stinger in full orchestra when the boss reveals its aggressiveness. As the Scornet Maestro's intro sequence is particularly long, the subtle parts plays twice; also, the intensity of its harp-beak sound effect changes with the intro's intensity.
{{clear}}
{{infobox track
|name=Boss battle
|link=https://www.youtube.com/watch?v=4fs4mfLdMoQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=0m24s
|composer  =Asuka Hayazaki
|header = y
}}
The common boss theme. A powerful orchestra sound with blaring brass in low registers and resounding strings and brass in high delivers a high-contrast, high-dissonance thrill of a theme. Compared to the [[Music in Pikmin 2#Common boss battle|previous game's boss theme]], this theme has freer percussion, now hammering out an irregular 7/8 time signature. The loop itself is not very long, because this theme normally does not last long before seamlessly transitioning into a different cue, prompted by the bosses' actions; once the cue is finished, this theme resets. Those actions and the cues they trigger are listed in the table below.
{| class="wikitable"
! !! ''[[#Boss attack|Boss attack]]'' !! ''[[#Pikmin vulnerable|Pikmin vulnerable]]'' !! ''[[#Boss vulnerable|Boss vulnerable]]''
|-
! [[Armored Mawdad]]
| Charging || Eating Pikmin || N/A
|-
! [[Sandbelching Meerslug]]
| Sucking or launching boulders || Sucking large sinkhole || Fully exposed
|-
! [[Scornet Maestro]]
| Commanding [[Scornet]] formation || Holding captive Pikmin || No Scornets, with no Pikmin held
|-
! [[Quaggled Mireclops]]
| Charging or swiping tongue || Charging with whole torso || Legs downed
|}
{{clear}}
{{infobox track
|name=Boss attack
|link=https://www.youtube.com/watch?v=4fs4mfLdMoQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=1m10s
|composer  =Asuka Hayazaki
|header = y
}}
Heard during a boss' characteristic attack. The extremely low registers of the normal boss theme drop out here, implying an added stress to this cue. The augmented chords in brass, woodwinds, and xylophone here also imply a sense of mystery to what the boss is planning, since the boss battles are rather dynamic.
{{clear}}
{{infobox track
|name=Pikmin vulnerable
|link=https://www.youtube.com/watch?v=4fs4mfLdMoQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=1m58s
|composer  =Asuka Hayazaki
|header = y
}}
Heard if Pikmin were captured during a boss attack, or during an especially dangerous attack. The extremely low registers return here, along with a heavy bass drum hit and dramatic rips in the horns. The high woodwinds and strings play a piercing punctual texture, almost as if expressively crying for help. This song also plays in ''[[Occupational Hazards]]''.
{{clear}}
{{infobox track
|name=Boss vulnerable
|link=https://www.youtube.com/watch?v=4fs4mfLdMoQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=1m23s
|composer  =Asuka Hayazaki
|header = y
}}
Heard during a chance to attack the boss while it cannot retaliate. With the full orchestra playing full-throttle in 4/4 meter, the music suddenly becomes emphatically major, with hints of the ''Pikmin 2'' motif played in a new xylophone-like synthesizer, along with woodwinds and the xylophone. This theme can only happen if no Pikmin are in immediate danger at the time.
{{clear}}
There are also several small cues based on the transition between these three sub-themes and the main boss theme. There is one for Pikmin dying during a boss attack, two for the end of a boss attack (one in which Pikmin died and one in which Pikmin were safe), one for a boss shaking off Pikmin, and a specific one for the Quaggled Mireclops smashing its body into the ground (it is an attack, but it is too short for the attack theme).
For the end of a boss battle, see the [[Vehemoth Phosbat]] section below.
===Vehemoth Phosbat===
===Vehemoth Phosbat===
The [[Vehemoth Phosbat]] has a unique boss theme, since its arena is not merely designed for engaging it in combat. Its battle is more of a puzzle to begin with, and moreover, it occurs in darkness, adding an element of mystery and suspense. The theme is still somewhat dynamic, but certainly less so than other main bosses.
===Plasm Wraith===
 
The passageway to the Vehemoth Phosbat's cave still fades out the area music, but it stays silent until the player reveals the boss using the [[electrode]]. Then the boss battle intro plays, but the normal boss music does not follow.
 
{{clear}}
{{infobox track
|name=Vehemoth Phosbat (all lights off)
|link=https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=0m00s
|internal = STRM_BGM_Ohbake_Lv0.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
Heard at the beginning of the battle, when no [[electrode]]s are activated. Played rather like a horror film or fantasy soundtrack, this eerie detuned theme makes the invisible boss all the more ominous. Although a beat is added, the Vehemoth Phosbat drawing near adds a spooky texture that alludes to the noises heard when [[#Charlie's cliffhanger|Charlie was first captured]]. This added texture can be heard [https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=0m43s here].
 
{{clear}}
{{infobox track
|name=Vehemoth Phosbat (small lights on)
|link=https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=2m52s
|internal = STRM_BGM_Ohbake_Lv3.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
Heard after any of the smaller [[electrode]]s are activated. Orchestral textures are added, but not in the normal boss manner. Many of the sounds present here are still detuned, or have somewhat alien qualities, to make the Vehemoth Phosbat appear more otherworldly and to increase the horror-like tension. Once again, when the Vehemoth Phosbat nears, it superimposes its odd texture over this, increasing the overall discordance of the theme. This added texture can be heard [https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=3m35s here].
 
{{clear}}
{{infobox track
|name=Large bulb activated
|link=https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=11m31s
|internal = demo_BossCLightOn.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
Heard when the largest electrode is activated, making the Vehemoth Phosbat vulnerable. This cue sounds a bit more like a normal boss cue, with booming brass and percussion, but the unusual horror-element instruments are still present, further separating this boss from others.
 
{{clear}}
{{infobox track
|name=Vehemoth Phosbat (large light on)
|link=https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=11m36s
|internal = BossC_LastChance.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
Heard during the battle after the largest electrode is activated. This piece sounds like the Vehemoth Phosbat's theme and the normal boss battle theme spliced together; it contains melodic gestures and rhythmic structures from both. The boss' unique texture and detuned orchestra is present, but so is the rigid military percussion and string and brass patterns. Since the battle is now about combat in the light rather than strategy in the dark, this theme is effective at bringing the Vehemoth Phosbat back from the shadowy archetype of a dark, unseen threat to a real, tangible boss that can be defeated.
 
{{clear}}
{{infobox track
|name=Boss defeated
|link=https://www.youtube.com/watch?v=a6eaUxTL-qw&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=13&t=13m27s
|internal=demo_bossCDie.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
Heard when any boss is defeated; this extended version is for the [[Vehemoth Phosbat]]. Unlike the [[Music in Pikmin 2#Boss defeated|previous game]] that took a major {{w|Picardy third}} upon beating a boss, this game's boss theme chugs to a rather dissonant halt. In this extended version for the Vehemoth Phosbat, violins continue after the main cue is finished, slowly and continually ascending as the boss tries to fly away. This small gesture builds the final tension for the Vehemoth Phosbat's collision with the large light bulb, which truly ends the battle.
 
{{clear}}
 
===Mysterious Life-Form/Plasm Wraith===
The [[Plasm Wraith|final boss]] of the game has two forms, with two very different themes. These two boss themes do not function like the normal boss themes; there is little (although still significant) dynamism that the boss can trigger. Also, since the [[Formidable Oak]] is entirely designed for this boss battle, the boss theme is global, and the second phase of it completely replaces the Formidable Oak's theme.
 
{{clear}}
{{infobox track
|name=Mysterious Life-Form
|link=https://www.youtube.com/watch?v=fakasKReEyg&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=10
|internal =STRM_BGM_Metaboss01_Escape.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard in the Formidable Oak's interior, while the [[Mysterious Life-Form]] is giving chase. While this composition is all about building tension, it also needs to build a mood of futility, as the Mysterious Life-Form is invincible and garners a great deal of control over the environment. Thus this piece has a very atonal gesture, the Plasm Wraith's motif, that repeats in two synthesizers. Over this, a theremin solos, creating an avant-garde but still highly tense environment. The futility comes from the fact that this intensity level is kept no matter how far the player manages to get from the Mysterious Life-Form, in a way saying that it will always catch up. An added sense of urgency also comes from the constant pounding of bass and tenor drums, along with the off-rhythm triangle-like percussion.
 
{{clear}}
{{infobox track
|name=Mysterious Life-Form (near Olimar)
|link=https://www.youtube.com/watch?v=fakasKReEyg&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=10&t=1m13s
|internal =STRM_BGM_Metaboss01_Escape.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard when the Mysterious Life-Form is close to [[Olimar]]. This theme is extremely tense, perhaps the most tense in the game. In addition to the alien texture heard before, the percussion has been beefed with metal sheets, a polyrhythmic metal bar (perhaps the tensest element of them all), and dissonant staccato notes in basses. A new aleatoric texture has settled over the theme, as if the mood were not dissonant enough. The clutter is enough to give the Mysterious Life-Form a real element of fright, and certainly enough to spell out the danger it poses to the Koppaites and Olimar.
 
{{clear}}
{{infobox track
|name=Mysterious Life-Form (Olimar captured)
|link=https://www.youtube.com/watch?v=fakasKReEyg&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=10&t=2m16s
|internal =Metaboss01_Catch.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard when the Mysterious Life-Form is escaping with Olimar inside of it. Now the tension and dissonance of the theme has backed down a little, but the Plasm Wraith's motif is still there and now a full orchestra is playing the urgency of rescuing Olimar. Fast brass stabs and string gestures articulate the commotion of quickly battling the Mysterious Life-Form, while percussion still pounds on to the same rhythm as before. In addition, a strange choir-like sound can be heard in the background, similar to the ambient noise heard in the [[Formidable Oak]]'s theme. If Olimar is freed, the theme will return to its normal state (far from Olimar) until the Mysterious Life-Form rematerializes, after which it can get close to Olimar once again.
 
{{clear}}
{{infobox track
|name=Escaped Formidable Oak
|link=https://www.youtube.com/watch?v=vZ9bhTnRWNY&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=0m00s
|internal =demo_e02_BossETransform.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard when the leaders and Olimar make it out of the Formidable Oak's interior. This is the transition between phases of the boss battle, and although the first phase was tense, this transition cutscene needs to show that it is over. It does this with small iterations of the [[Music in Pikmin 2#Leitmotifs|"Hocotatian motif"]], a motif that is major standing alone but in this context is made an atonal gesture. It does offer a small mood of victory over the Mysterious Life-Form, but then the boss appears with its motivic instruments and figures until it transforms into the [[Plasm Wraith]], its appearance accented by a blast of low horns and trombones. After this, the Plasm Wraith absorbs all its excess plasm to become larger, and an ostinato in strings builds new tension for the impending phase of the battle, during which leaders and Pikmin are on the offensive side. Since the player is given power to combat the boss, the texture is of natural instruments and not alien synthesizers associated with the Mysterious Life-Form.
 
{{clear}}
{{infobox track
|name=Plasm Wraith battle
|link=https://www.youtube.com/watch?v=vZ9bhTnRWNY&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=0m23s
|internal =Metaboss02.aa.32.dspadpcm.bfstm demo_Mission_BossETransform.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard during the battle with the Plasm Wraith, anywhere in the Formidable Oak. This climactic theme features a very eclectic collection of instruments and textures. It seems to contain sections: the first is an orchestral section of string ostinatos while an organ synthesizer and Hang drum play small repetitive gestures; the whole sound is very dramatic and carries a close intensity to the normal boss battle theme. Soon the Plasm Wraith's motif arises, and attaches to nearly all of the orchestra until every instrument plays it in unison. After 5 iterations (the fifth including percussive accents), the orchestra holds on an altered dominant chord, with a harp glissando and dissonant string flourish. The theme then switches to a new section of less intensity, featuring smaller-scale instruments and a thinner overall texture. Bassoons and cellos have a legato melody, followed flute and saxophone, until strings finish it off and the texture builds back up to full-orchestra steam. This tension allows it to come full-circle to the rich accents at the beginning of the theme.
 
This is the extent of the theme; neither the Plasm Wraith's actions nor the player's actions instigate any dynamic change to the theme. While it does not score a dynamic battle as effectively as the other, more dynamic themes, its rigidity could be considered more climactic and certainly ultimate to the game, similar to the [[Music in Pikmin#Final Boss Battle|final boss theme]] in ''Pikmin''.
 
{{clear}}
{{infobox track
|name=Plasm Wraith defeated
|link=https://www.youtube.com/watch?v=vZ9bhTnRWNY&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=15&t=3m54s
|internal =demo_Metaboss_die.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
Heard when the Plasm Wraith gives up its inner cube, which reveals Olimar and ends the game. This cutscene begins with one last iteration of the Plasm Wraith's motif in synthesizer and then in horns. It stops on an F midway through the horn iteration however, indicating the immediate end of the boss's threat. This F is sustained in high tremolo violins, and suddenly switched into a B♭ major dominant context as the cube begins to open. The orchestra chimes in with more major harmony and trilling woodwinds and arpeggiating synthesizers, until Olimar is fully revealed with a grand orchestral four-note gesture in the C Lydian mode. The music then cuts, leaving the echo of synthesizers, before the [[#Conclusion cutscene|conclusion]] begins.
 
{{clear}}
 
===Mid-bosses===
===Mid-bosses===
{{infobox track
|name=Mid-boss battle
|link=https://www.youtube.com/watch?v=nGA680z2hJ8&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=12
|composer  =Atsuko Asahi
}}
Mid-bosses in ''Pikmin 3'' are smaller bosses in the game that are larger and stronger than most enemies but that do not contain an important plot element. These are the [[Shaggy Long Legs]], [[Burrowing Snagret]], and [[Bug-Eyed Crawmad]] (the [[Baldy Long Legs]] does not trigger mid-boss music because it does not appear in story mode). They get their own theme that plays whenever the active leader is near, similarly to how boss themes worked in the previous games. The theme itself is a new rendition of the [[Music in Pikmin 2#Common boss battle|previous game's boss battle theme]]. The new theme is less brass-centered, with the melody in strings and a few muted horns instead. The percussion and synth bass are also more articulate.
{{clear}}
The mid-boss themes also include new renditions of the same [[Music in Pikmin 2#Short attacks|cues used in ''Pikmin 2'']] for boss attacks and defenses, as well as a new rendition of the ending {{w|Picardy third}}. However, the attack preparation and long attack tracks are absent from this game.
==Mission Mode==
==Mission Mode==
[[Mission Mode]] in ''Pikmin 3'' is considered [[Canon|non-canonical]], and as such the music does not necessarily reflect the normal compositional style in the main game. The themes used here are not to address the scenery of a particular environment, they are meant to encourage gameplay and strategic thinking. At times they can be simpler so as not to clutter up the Mission Mode experience, or at other times they can be very complex in order to direct the player to the game rather than the music. Either way, the music still changes dynamically based on Pikmin battling enemies, carrying items, or overcoming obstacles. So even if the music does not direct a lot of attention, it can still help categorize what is going on in a Mission Mode stage. The themes of Mission Mode play continuously throughout a stage, and transpose up one half-step and accelerate at one minute remaining.
;<span id="Mission Mode (Levels 1-10)">''Mission Mode (Levels 1-10)''</span>:
 
 
{{infobox track
{{infobox track
|name=Mission Mode (stages 1-10)
|name=Mission Mode (Levels 1-10)
|link=https://www.youtube.com/watch?v=pEgXY6zq8II&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=16
|link=https://www.youtube.com/watch?v=s1y4lw3IUSQ&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=31
|internal =STRM_BGM_Mission_Poko.bfstm STRM_BGM_Mission_Poko_HurryUp.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
The theme for [[Mission Mode#Levels|Mission Mode stages 1-10]], in both "Collect treasure!" and "Battle enemies!". The bed under which the melody plays is familiarly inspired from the [[Music in Pikmin 2#Awakening Wood|Awakening Wood]]; the melody itself is a variation and elaboration of the ''Pikmin 2'' motif on penny whistle. The general texture adheres mainly to aerophones: brass and woodwinds, and seems rather thin. But it does not stay this way long before an enemy, task, or treasure mix fades in; in fact, this naked theme, after a few associations, can warn the player that their time is not being used efficiently. At one minute left, this theme's tempo accelerates to exactly 120 bpm, meaning it is synced with the clock (when the clock counts down from 0:10 it will be in time with the music). This synchrony is easily broken using the [[Radar#Go here!|KopPad's Go here! function]], since the music still plays while gameplay is paused.


{{clear}}
{{clear}}
 
;<span id="Fortress of Festivity">''Fortress of Festivity''</span>:
{{infobox track
{{infobox track
|name=Fortress of Festivity
|name=Fortress of Festivity
|link=https://www.youtube.com/watch?v=gC8kuiR_LWQ&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=17
|link=https://www.youtube.com/watch?v=-aa6IhnlC0I&index=49&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal =STRM_BGM_DLC2.bfstm STRM_BGM_DLC_HurryUp.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
The [[Fortress of Festivity]] has a unique theme. It appears to be the same theme as that of Mission Mode levels 12-15, but with new instrumentation to reflect the holiday theme. Several different bells, handbells, and glockenspiels replace the normal penny whistles and synthesizers that make up the usual theme.


{{clear}}
{{clear}}
 
;<span id="Mission Mode (Levels 12-15)">''Mission Mode (Levels 12-15)''</span>:
{{infobox track
{{infobox track
|name=Mission Mode (stages 12-15)
|name=Mission Mode (Levels 12-15)
|link=https://www.youtube.com/watch?v=HyIzmoQczgo&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=18
|link=https://www.youtube.com/watch?v=cAYhwEEWVaI&index=50&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal =STRM_BGM_DLC.bfstm STRM_BGM_DLC_HurryUp.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard in [[Mission Mode#Levels|Mission Mode stages 12-15]], in both "Collect treasure!" and "Battle enemies!". This quaint theme again has penny whistle playing the majority of the melody, which is another variation and elaboration of the ''Pikmin 2'' motif. One important element to note about this theme and its counterpart is the sense of scale that the mood creates. Without consistent bass and with small noises scattered about a very thin texture, the whole mood feels on the small scale of Pikmin and leaders as they traverse the rather recognizable environments of stages 11-15. The small scale and quietude of the piece seem almost ironic, backdropped against the very complex stages. But this theme's simplicity also allows it to stand by, secondary to focal gameplay.


{{clear}}
{{clear}}
 
;<span id="Mission complete">''Mission complete''</span>:
{{infobox track
{{infobox track
|name=Mission complete
|name=Mission complete
|link=https://www.youtube.com/watch?v=84HxK1CFV2k&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=20
|link=https://www.youtube.com/watch?v=84HxK1CFV2k&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=20
|internal = Mission_Boss_Clear_Fan.o.32.dspadpcm.bfstm
|composer  =Asuka Hayazaki
|header = y
}}
}}
Heard when a Mission Mode stage is completed, with a platinum medal. A grand flourish of brass, woodwinds, and percussion brings about this victorious rendition of the ''Pikmin 2'' motif. It works especially well with under one minute left in stages 1-10, or with over one minute left in stages 12-15, since those are both in the same key of F#.


{{clear}}
{{clear}}
 
;<span id="Mission results">''Mission results''</span>:
{{infobox track
{{infobox track
|name=After hours
|name=Mission results
|link=https://youtube.com/watch?v=z_sp31IQLnw&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=8
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/093-mission-mode-results.mp3
|internal =
|composer  =Soshi Abe
|header = y
}}
}}
This theme plays when the player is in [[after hours]] mode in any Mission Mode stage. Reflecting how after hours takes place after sunset, when the time for the stage has already ended, most of this theme is a simple and sparse version of the main Mission Mode theme for stages 1-10, featuring parts of the same melody on the same instrument, but with a very sparse accompaniment on mallet percussion and plucked strings. After a minute has passed, the theme changes significantly to be more of a waltz, featuring longer notes and more diverse chords. The theme eventually loops back to the start, and has no dynamic elements. This theme is exclusive to ''Pikmin 3 Deluxe''.


{{clear}}
{{clear}}


==Side Stories==
==Bingo Battle==
As with the other modes, the [[Side Stories]] of ''Pikmin 3 Deluxe'' feature unique music. The music is notably nonchalant, with a focus on complimenting and characterizing the duties of Olimar and Louie, rather than the design or scenery of the levels the player will be exploring. The songs are shared across multiple days, and will play for the entire duration of the level. Like in Mission Mode, these songs also feature additional mixes that will be added when the player is performing certain actions, and the music will transpose up one half-step and speed up when there is one minute remaining.
 
Unlike the other music in the game, these songs were recorded live and produced in part by the Tokyo-based production company GRANDFUNK INC.{{cite web|https://www.grandfunk.net/works/2228/|PIKMIN 3 DELUXE|GRANDFUNK INC.|retrieved={{date|30|January|2021}}}} Since the Side Stories were introduced in ''Pikmin 3 Deluxe'', all themes in it are exclusive to that release.
 
{{infobox track
|name=Olimar's Assignment (days 1-2)
|link=https://www.youtube.com/watch?v=GvAOAEyMNVI&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=1
|internal =STRM_BGM_sidestoryA_1
|composer  =Babi
|header = y
}}
Heard during [[Flower Garden]] and [[Inside Forest]]. Like all Side Stories gameplay themes, this theme is very varied, moving between many short sections with few common themes. It features a melody on flute or accordion, and backing parts are sparse and high-pitched. The rhythm is generally simple and on-the-beat, though the working mix features triplets on woodblocks, which contrasts greatly with the rest of the music. The resulting atmosphere is light and playful, and this sets the scene for Olimar's return to PNF-404.
 
{{clear}}
{{clear}}
 
;<span id="Battle start">''Battle start''</span>:
{{infobox track
|name=Olimar's Assignment (days 3-4)
|link=https://www.youtube.com/watch?v=4ZQYB-RRv1s&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=2
|internal =STRM_BGM_sidestoryA_2
|composer  =Soshi Abe
|header = y
}}
Heard during [[River]] and [[Tundra]]. This theme centers around a guitar pattern that moves between 2 chords at a time in a 6/8 time signature. A motif on accordion and violin repeats throughout the song but varies significantly based on the underlying chords. A section of the song slows down and speeds up a few times. The effect of this is to create a much more laid-back and relaxed theme, which fits with the simple mission of Olimar's Assignment.
 
{{clear}}
 
{{infobox track
|name=Olimar's Comeback (days 1-3)
|link=https://www.youtube.com/watch?v=BLOyOcbhrRc&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=3
|internal =STRM_BGM_sidestoryB_1
|composer  =Soshi Abe
|header = y
}}
Heard during [[Pikmin Reunion]], [[Creature Hunting]], and [[Land, Sea, and Sky]]. This theme has several contrasting sections, but a constant rhythm of short notes plays throughout most of the song. One section prominently features a repeating melody on xylophone, while another features a guitar pattern with the ''Pikmin'' motif on top, while another features long notes with crescendos and decrescendos played on strings and accordion. The motif in question specifically seems to reference the melody that plays at the end of ''[[Music_in_Pikmin#Live_as_a_Pikmin|Live as a Pikmin]]'' from the first ''Pikmin'' game. The treasure mix contains various synthesizers, including [https://www.youtube.com/watch?v=BkVBGSWYNEY "cymbal thing"] from the Kurzweil K2500.
 
{{clear}}
 
{{infobox track
|name=Olimar's Comeback (days 4-6)
|link=https://www.youtube.com/watch?v=dc-IKp5AUw0&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=4
|internal =STRM_BGM_sidestoryB_2
|composer  =Babi
|header = y
}}
Heard during [[First Part Found]], [[Team Monster Hunt]], and [[Channel Gone Dry]]. This theme features frequent changes of instrumentation, and lots of movement up and down scales. It shows the varied nature of gameplay in the Side Stories, as all 3 levels it plays in have very different objectives. A hint of [[Music in Pikmin#The Final Trial|The Final Trial's theme]] is in this song.
 
{{clear}}
 
{{infobox track
|name=Olimar's Comeback (days 7-8)
|link=https://www.youtube.com/watch?v=54K2_KPyNac&list=PLwyW5mbdZMGPnk6-ileXfajY5P_ibv6jj&index=5
|internal =STRM_BGM_sidestoryB_3
|composer  =Babi
|header = y
}}
Heard during [[Looking for Louie]] and [[Big Fruit Carnival]]. This theme features far stranger harmony than the previous Side Stories themes, mostly in the form of a background pattern on saxophones that often features unexpected and dissonant chords, yet it also includes things like a simple C major scale. It also includes the ''Pikmin'' motif, and legato chromatic melodies on low woodwind instruments. The great harmonic variety in this theme means that the player can rarely expect what will come next, similar to the Side Story missions themselves.
 
{{clear}}
 
{{infobox track
|name=Olimar's Comeback (days 9-10)
|link=https://www.youtube.com/watch?v=xcKrPPsEaY4
|internal =STRM_BGM_sidestoryB_4
|composer  =Soshi Abe
|header = y
}}
Heard during [[Another Part Found]] and [[The Ship Restored]]. This theme is extremely similar to [[Music in Pikmin#The Final Trial|The Final Trial's theme]], at some points almost sounding like an exact remake. This is fitting given the objective of both missions it appears in: to collect [[ship part]]s. It also signifies nearing the end of the story, and foreshadows that a final boss will be encountered soon. Interestingly, this theme's carrying mix removes the drone that is present in the main theme, accomplished through {{w|Out of Phase Stereo}}. This is the only instance of an auxiliary mix removing elements from the music.
 
{{clear}}
 
{{infobox track
|name=Golden arachnorb battle
|link=https://www.youtube.com/watch?v=dwn4Gsid8ME
|internal =GROUP_STATIC_00000F2D
|composer  =Soshi Abe
|header = y
}}
Heard during the final boss fight of Olimar's Comeback, during [[The Ship Restored]]. This theme is very chaotic, with constant percussive notes creating an exciting feel, fitting for a final battle. Elements of the song are a direct homage to the first ''Pikmin'' game, having segments of the main theme and instruments from [[Music in Pikmin#The Forest Navel|The Forest Navel's theme]]. The latter is likely a reference to the [[Beady Long Legs]], a similar [[arachnorb family|arachnorb]] that is found in that area. Each time the golden Shaggy Long Legs' hair is torn off, one of several cues will play, not unlike ''Pikmin 3'''s mini-boss theme. Additionally, a different cue will play when each arachnorb appears and is defeated. The musical cue used for the first arachnorb when it appears bears a striking resemblance to the musical cue played after defeating [[Titan Dweevil]] in ''Pikmin 2''. Here is a list of all cues and themes that play during this track:
* First arachnorb appears
* Main theme
* Shaking off Pikmin
* First arachnorb defeated (ends with second arachnorb appears theme when the second arachnorb is present)
* Second arachnorb appears (first arachnorb defeated theme playing)
* Second arachnorb appears (first arachnorb defeated theme not playing)
* Destroyed hairball 1
* Destroyed hairball 2
* Destroyed hairball 3
* Second arachnorb defeated
 
==Bingo Battle==
[[Bingo Battle]] in ''Pikmin 3'' has quite a different compositional style from the rest of the game, appropriately for this [[Canon|non-canonical]] mode. The themes used here certainly suggest battle but in a very friendly sense; the modes and keys are all major and the music all reflects the small scale of the Pikmin, the leaders, and the fight itself. The main Bingo Battle themes and the One Away! theme are dynamic by one parameter. If Pikmin are carrying their opponent's [[Bingo Battle#Victory Macaroon|Victory Macaroon]], they will start chanting the name of the planet to which their team [[leader]] belongs. "[[Koppai]]!" on the first two beats for [[Alph]]; "[[Hocotate]]!" on the last two beats for [[Olimar]] (which can cause an overlap if the song is in 3/4). This also occurs if Pikmin are carrying the item their team needs to score a Bingo, which is only heard during the One Away! theme. The chants may occur individually as well as simultaneously.
 
{{infobox track
{{infobox track
|name=Battle start
|name=Battle start
|link=https://www.youtube.com/watch?v=oPuInUnfcpI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=19&t=0m00s
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/095-ready...-go-.mp3
|internal =GROUP_MAPE_000001E6
|header = y
}}
}}
Heard as a battle is beginning, when the bingo cards appear. The small cue is entirely synthesized and very simple; the tension it builds for the bingo cards is there but not extreme by any regard. The appearance of the cards is accented by a synthetic horn section fall. A {{w|Lion's roar (instrument)|lion's roar}} also plays in the back, which is the same background instrument used in the title screen music of ''Pikmin''.


{{clear}}
{{clear}}
 
;<span id="Bingo Battle 1 (natural)">''Bingo Battle 1 (natural)''</span>:
{{infobox track
{{infobox track
|name=Bingo Battle 1 (nature)
|name=Bingo Battle 1 (natural)
|link=https://www.youtube.com/watch?v=oPuInUnfcpI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=19
|link=https://www.youtube.com/watch?v=drUAVkZ08cY&index=34&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal =STRM_BGM_Vs.bfstm
|header = y
}}
}}
Heard in the [[Shaded Terrace]], [[Stagnant Sea]], [[Twisted Cavern]], [[Arid Metropolis]], [[Blooming Terrace]], [[Parched Brook]], [[Buried Pond]], and [[Sandbox Kingdom]]. This quirky theme has a catchy melody in pizzicato violin, rare in the game but appropriate for establishing a sort of "Bingo Battle" motif. The texture resembles a matured [[#Alph's Crash Site|Alph's Crash Site]] theme, but certainly borrows inspiration from [[Music in Pikmin#The Impact Site|The Impact Site's theme]]. The theme is very clean and not very complex, and it does not build tension for a battle, but rather stands aside for the battle and plays the scenery of the small-scale environment.


{{clear}}
{{clear}}
 
;<span id="Bingo Battle 2 (metal)">''Bingo Battle 2 (metal)''</span>:
{{infobox track
{{infobox track
|name=Bingo Battle 2 (metal)
|name=Bingo Battle 2 (metal)
|link=https://www.youtube.com/watch?v=vjXjdlQcEyA&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=20
|link=https://www.youtube.com/watch?v=Jvx5RJQveRE&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=35
|internal =STRM_BGM_VsBlues.bfstm
|header = y
}}
}}
Heard in the [[Rusted Labyrinth]] and [[Corroded Maze]]. This theme has a highly mechanical mood, based on its almost entirely metal percussion and servo-like melodic synthesizer. And yet, the underlying beat is not mechanical, but electronic; its small sounds aid the whole texture sounding small, as with the Mission Mode theme for stages 12-15. The synth bass gives the piece a little more solidity and contrast than the other Bingo Battle themes, and the many different metal percussion sounds keep the piece interesting (there is one unique hit that only plays the beat before the theme loops).


{{clear}}
{{clear}}
 
;<span id="Bingo Battle 3 (toys)">''Bingo Battle 3 (toys)''</span>:
{{infobox track
{{infobox track
|name=Bingo Battle 3 (toys)
|name=Bingo Battle 3 (toys)
|link=https://www.youtube.com/watch?v=K1l3doKunW8&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=21
|link=https://www.youtube.com/watch?v=9cXiGjjLZAI&index=36&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk
|internal =STRM_BGM_VsToy.bfstm
|header = y
}}
}}
Heard in the [[Jigsaw Fortress]] and [[Jigsaw Colosseum]]. This piece unmistakably takes inspiration from the [[Music in Pikmin 2#Toybox 2|"railroad" sublevel theme]] in ''Pikmin 2''. Above the thin electronic beat are synthetic and sampled sound effects that sound like they are played on toys: a party horn and cash register bell can both be heard. The majority of high-register squeaks and bells makes the whole theme seem very small and contained, and the rigid gameplay reflects the perfectly square rigidity of the environment.


{{clear}}
{{clear}}
 
;<span id="One Away!">''One Away!''</span>:
{{infobox track
{{infobox track
|name=One Away!
|name=One Away!
|link=https://www.youtube.com/watch?v=oPuInUnfcpI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=19&t=3m59s
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/100-one-square-left-.mp3
|internal =STRM_BGM_Vs_Reach.bfstm
|header = y
}}
}}
Heard whenever a player is one item away from a bingo. This is a more intense version of the "nature" Bingo Battle theme, that plays regardless if the stage is nature-themed or not. The theme is certainly meant to sound ridiculous, with bass melodica in bass and rotary organs providing harmony and melody over a polka-esque beat. This will continue to play even if the item needed to win is no longer available; it will only stop if the triggering player's bingo card is [[Bingo Battle#Items|shuffled]] such that the one-away condition stops.


{{clear}}
{{clear}}
 
;<span id="Give it a Spin!">''Give it a Spin!''</span>:
{{infobox track
{{infobox track
|name=Give it a Spin!
|name=Give it a Spin!
|link=https://www.youtube.com/watch?v=oPuInUnfcpI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=19&t=2m58s
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/099-give-it-a-spin-.mp3
|header = y
}}
}}
Heard when the battle has gone on for eight minutes; [[Cupid's Grenade]]s stop spawning and [[Bingo Battle#Lucky Marble|Lucky Marbles]] start spawning. The intro cue to this theme seems to have a style that would fit in ''[[mariowiki:Mario Kart Wii|Mario Kart Wii]]'', given that it is completely synthesized and based on chord/bass substitution. After the intro, the music thins out to a simple, electronic percussion beat with shaker, in order to stop playing the environment and begin playing the anticipation for the battle's end. To note is that the intro will always play, but the looping track will only play if ''[[#One Away!|One Away!]]'' is not already playing &ndash; if a player becomes one-away while this is playing, this track will stop in favor of ''One Away!''


{{clear}}
{{clear}}
 
;<span id="Victory">''Victory''</span>:
{{infobox track
{{infobox track
|name=Victory
|name=Victory
|link=https://www.youtube.com/watch?v=oPuInUnfcpI&list=PLwyW5mbdZMGPzMMop2zbcJ84a8ZDveh4O&index=19&t=4m47
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/104-bingo-battle-win-.mp3
|internal =ff_WinLoop.aa.32.dspadpcm.bfstm
|composer  =Atsuko Asahi
|header = y
}}
}}
Heard when one player gets a bingo and the battle ends. Again, this cue and the loop afterwards are entirely synthesized and entirely major, and qualities and high registers of the synthesizers give off a small sense of scale. During the loop, a sine-wave-like synthesizer plays the main melodic motif from the nature-themed stages, now in a 4/4 meter.


{{clear}}
{{clear}}


==Minor jingles==
==Minor jingles==
These small jingles indicate specific in-game events, but do not interrupt gameplay. Their musical cues give them more character.
;<span id="Obstacle removed">''Obstacle removed''</span>:
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music in Pikmin 2#Obstacle removed|the previous game's obstacle jingle]] in that its structure resembles the {{w|Charge (fanfare)|charge fanfare}}. In this game however, it has a noticeable echo, helping with the feeling of the sound being global.
;<span id="Daytime chimes">''Daytime chimes''</span>:
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound and a church bell chime, to accent the significant amount of time that has passed. At noon, the handbell and a two-note (A and F) chime on church bells play. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by the [[whistle]] sound and church bells playing a chime similar to the ''{{w|Westminster Quarters}}'' half-hour chime, which in Japanese schools represents the beginning or end of a period. Inside of a cave, all of these chimes slightly modulate in pitch.
;<span id="Pellet Posy flower">''Pellet Posy flower''</span>:
Heard when a [[Pellet Posy]] grows into a flower and pellet. A glockenspiel plays a unique inversion of a C sus 4 chord, no matter the size or color the pellet becomes. This little jingle gives the Pellet Posy more character than being a simple gameplay tool. This jingle can be most easily heard in the [[Distant Tundra]], especially at the moment [[Brittany]] first emerges from the cave containing [[Yellow Pikmin]].
==Trivia==
==Trivia==
*If a group of 20 or more Pikmin of one type are idle for long enough, they will begin to sing along with the area theme.
*If a group of 20 or more Pikmin of one type are idle for long enough, they will begin to sing along with the area theme.
Line 1,296: Line 549:
*If the three leaders are moving without any Pikmin, they will occasionally sing the "Koppaite" motif, with the single lyric "Koppai", possibly meaning the motif is an anthem of sorts.
*If the three leaders are moving without any Pikmin, they will occasionally sing the "Koppaite" motif, with the single lyric "Koppai", possibly meaning the motif is an anthem of sorts.
*A [[Glitches in Pikmin 3#Warped sunset music|small glitch]] occurs when a day ends while the player looks at the [[radar]] (with the "play" button active, meaning time still passes). The music is put through a hi-pass filter and compressor whenever the map screen is active, making the music sound like it comes from small radio speakers. This filter was not programmed to turn off without player input, so it will remain over the "end of day" theme if it is active at the day's end (although the "today's results" theme will be normal).
*A [[Glitches in Pikmin 3#Warped sunset music|small glitch]] occurs when a day ends while the player looks at the [[radar]] (with the "play" button active, meaning time still passes). The music is put through a hi-pass filter and compressor whenever the map screen is active, making the music sound like it comes from small radio speakers. This filter was not programmed to turn off without player input, so it will remain over the "end of day" theme if it is active at the day's end (although the "today's results" theme will be normal).
*In the "sunset" variant of ''Pikmin 3''{{'s}} title screen, if the player waits for the music to end, they will hear different sounds from the "daytime" variant. Along with birds, cicadas can be heard chirping, and even a sheep can faintly bleat. It is unknown whether this is supposed to be a real sheep, or instead a sheep-like enemy, because both are never seen anywhere else in the series.


==References==
==See also==
{{refs}}
*[[Music]]
*[[Music (Pikmin)|Music (''Pikmin'')]]
*[[Music (Pikmin 2)|Music (''Pikmin 2'')]]


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

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