Editing Music in Pikmin 3
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{{ | {{DISPLAYTITLE: Music in ''Pikmin 3''}}{{game icons|p3=y}} | ||
{{game icons|p3=y}} | {{game help|p3d}} | ||
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. | 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. | ||
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 | 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 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 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. | |||
==Leitmotifs== | ==Leitmotifs== | ||
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}} | }} | ||
{{columns|0| | {{columns|0| | ||
[[File:Pikmin 2 Theme.png|thumb|300px|center|[[File:Pikmin2Motif.ogg]] | [[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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{{infobox track | {{infobox track | ||
|name= | |name=Main Menu | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=CXdNLpOrwFQ&index=1&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=STRM_BGM_Title_48k.bfstm | |internal=STRM_BGM_Title_48k.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
The main theme of the game, heard in the | 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}} | ||
{{infobox track | {{infobox track | ||
|name=Day | |name=Day select | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=zodgKRmnikY&index=3&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=FileSelect.o.48.dspadpcm.bfstm | |internal=FileSelect.o.48.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard in the | 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 in 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}} | ||
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{{infobox track | {{infobox track | ||
|name=Today's report | |name=Today's report | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=s-9H2CXpfUE&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=11 | ||
|internal=Result.o.48.dspadpcm.bfstm | |internal=Result.o.48.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard after the [[S.S. Drake]] takes off at the end of a [[day | Heard after the [[S.S. Drake]] takes off at the end of a [[day]]. 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. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=S.S. Drake | |name=S.S. Drake | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=DPNb0xEXQPY&index=4&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal = STRM_BGM_Mapselect_48k.bfstm | |internal = STRM_BGM_Mapselect_48k.bfstm | ||
|header = y | |header = y | ||
| | | | ||
}} | }} | ||
Heard inside the [[S.S. Drake | 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}} | ||
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{{infobox track | {{infobox track | ||
|name=Mission Mode menu | |name=Mission Mode menu | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=UKjP2xNLImg&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=30 | ||
|internal=MissionSelect.o.48.dspadpcm.bfstm | |internal=MissionSelect.o.48.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard | 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}} | ||
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|name=Side Stories menu | |name=Side Stories menu | ||
|link=https://youtu.be/KgCrTxs1t1k | |link=https://youtu.be/KgCrTxs1t1k | ||
|internal= | |internal= | ||
|header = y | |header = y | ||
}} | }} | ||
Heard | Heard when selecting a [[Side Stories]] mission. This theme is exclusive to ''Pikmin 3 Deluxe''. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Bingo Battle menu | |name=Bingo Battle menu | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=25BnJVcVuKI&index=32&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=Vsselect.aa.48.dspadpcm.bfstm | |internal=Vsselect.aa.48.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard | 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 an appropriate preparation for battle. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Mission results | |name=Mission results | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/093-mission-mode-results.mp3 | ||
|internal=m_result.o.32.dspadpcm | |internal=m_result.o.32.dspadpcm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard during the | Heard during the 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}} | {{clear}} | ||
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|name=Side Story results | |name=Side Story results | ||
|link=https://youtu.be/HA78oKMGXuc | |link=https://youtu.be/HA78oKMGXuc | ||
|internal= | |internal= | ||
|header = y | |header = y | ||
}} | }} | ||
Heard during the results menu of a Side Stories mission | Heard during the results menu of a Side Stories mission. This theme is exclusive to ''Pikmin 3 Deluxe''. | ||
{{clear}} | {{clear}} | ||
==Cutscenes== | ==Cutscenes== | ||
{{todo| Find the exact fruit values that trigger the different epilogues.}} | |||
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. | ||
{{infobox track | {{infobox track | ||
|name=Loading screen | |name=Loading screen | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/001-loading-screen.mp3 | ||
|header = y | |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 | 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}} | ||
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{{infobox track | {{infobox track | ||
|name=Story Mode opening | |name=Story Mode opening | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/002-prologue.mp3 | ||
|header = y | |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 (voice of Julian Macfarlane) 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. | {{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 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. | ||
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{{infobox track | {{infobox track | ||
|name=Captain Charlie's introduction | |name=Captain Charlie's introduction | ||
|link= | |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 | |internal = demo_BossEDie2_CharlieTheme.aa.32.dspadpcm.bfstm demo_c00_CharlieTheme.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Peculiar discovery | |name=Peculiar discovery | ||
|link= | |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 | |internal = demo_a02.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Tutorial | |name=Tutorial | ||
|link= | |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 | |internal = Minigame.aa.32.dspadpcm.bfstm Minigame_Introless.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Charlie's cliffhanger | |name=Charlie's cliffhanger | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/007-captain-charlie-captured-.mp3 | ||
|internal = demo_c06.o.32.dspadpcm.bfstm | |internal = demo_c06.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Alph awakens | |name=Alph awakens | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/008-alph-awakens.mp3 | ||
|internal = demo_a00.o.32.dspadpcm.bfstm | |internal = demo_a00.o.32.dspadpcm.bfstm | ||
|header = y | |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 {{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. This other instrument is a cicada-like sound, which will also be present in the Tropical Wilds theme. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Red Pikmin encounter | |name=Red Pikmin encounter | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/010-a-red-pikmin-.mp3 | ||
|internal = demo_a01.o.32.dspadpcm.bfstm | |internal = demo_a01.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Found important item | |name=Found important item | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/012-found-an-important-item-.mp3 | ||
|internal = demo_glad.aa.32.dspadpcm.bfstm | |internal = demo_glad.aa.32.dspadpcm.bfstm | ||
|header = y | |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 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. | ||
{{clear}} | |||
{{infobox track | |||
|name=Found important item (loop) | |||
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/013-explorer-s-notes.mp3 | |||
|internal = demo_glad.aa.32.dspadpcm.bfstm | |||
|header = y | |||
}} | |||
Heard when a leader is explaining an important discovery. This loop 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}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=New Pikmin type | |name=New Pikmin type | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/014-plucked-a-new-pikmin-.mp3 | ||
|internal = demo_get_pikmin.w.32.dspadpcm.bfstm | |internal = demo_get_pikmin.w.32.dspadpcm.bfstm | ||
|header = y | |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. One should notice how the melodic synthesizer detunes at the end of the cue, leading into the dialogue about new Pikmin. | ||
{{clear}} | |||
{{infobox track | |||
|name=New Pikmin type (loop) | |||
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/015-pikmin-attributes.mp3 | |||
|internal = demo_get_pikmin.w.32.dspadpcm.bfstm | |||
|header = y | |||
}} | |||
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. | |||
{{clear}} | {{clear}} | ||
Line 245: | Line 242: | ||
{{infobox track | {{infobox track | ||
|name=Found S.S. Drake | |name=Found S.S. Drake | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/018-s.s.-drake-found-.mp3 | ||
|internal = demo_a10_00.o.32.dspadpcm.bfstm | |internal = demo_a10_00.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 258: | Line 254: | ||
|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 | |internal = demo_a10_01.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 267: | Line 262: | ||
{{infobox track | {{infobox track | ||
|name=Brittany's theme | |name=Brittany's theme | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/020-brittany-s-theme.mp3 | ||
|internal = demo_a10_2_Connect.aa.32.dspadpcm.bfstm | |internal = demo_a10_2_Connect.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 278: | Line 272: | ||
{{infobox track | {{infobox track | ||
|name=Nocturnal predators | |name=Nocturnal predators | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/021-creatures-of-the-night.mp3 | ||
|internal = demo_a10_03.o.32.dspadpcm.bfstm | |internal = demo_a10_03.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 289: | Line 282: | ||
{{infobox track | {{infobox track | ||
|name=Area loading | |name=Area loading | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/024-helpful-hints.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
Line 298: | Line 291: | ||
{{infobox track | {{infobox track | ||
|name=Land in a new area | |name=Land in a new area | ||
|link= | |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 | |internal = demo_CourseIn.o.32.dspadpcm.bfstm demo_CourseIn_d00.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 311: | Line 303: | ||
|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 | |internal = demo_explain_loop.aa.32.dspadpcm.bfstm | ||
|header = y | |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 [[100 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. | ||
{{clear}} | {{clear}} | ||
Line 322: | Line 313: | ||
|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 | |internal = demo_explain_loop.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Found Brittany | |name=Found Brittany | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/034-brittany-s...-asleep-.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
Line 340: | Line 330: | ||
{{infobox track | {{infobox track | ||
|name=Brittany's theme reprise | |name=Brittany's theme reprise | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/035-brittany-awakens.mp3 | ||
|internal = demo_b11_Briconnect.aa.32.dspadpcm.bfstm | |internal = demo_b11_Briconnect.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 351: | Line 340: | ||
{{infobox track | {{infobox track | ||
|name=Medusal Slurker encounter | |name=Medusal Slurker encounter | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/036-rock-pikmin-captured-.mp3 | ||
|internal = demo_b07_JellyfishFind.aa.32.dspadpcm.bfstm | |internal = demo_b07_JellyfishFind.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 362: | Line 350: | ||
{{infobox track | {{infobox track | ||
|name=Rescued Brittany | |name=Rescued Brittany | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/037-brittany-rescued-.mp3 | ||
|internal = demo_b13_Briagain.aa.32.dspadpcm.bfstm | |internal = demo_b13_Briagain.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 373: | Line 360: | ||
{{infobox track | {{infobox track | ||
|name=Recovered important item (loop) | |name=Recovered important item (loop) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/038-got-an-important-item-.mp3 | ||
|internal = demo_get_Equipment.w.32.dspadpcm.bfstm | |internal = demo_get_Equipment.w.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=End of day | |name=End of day | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/039-end-of-day.mp3 | ||
|internal = demo_dayend_normal.w.32.dspadpcm.bfstm | |internal = demo_dayend_normal.w.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 395: | Line 380: | ||
{{infobox track | {{infobox track | ||
|name=Pikmin suffering | |name=Pikmin suffering | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/044-pikmin-in-distress-.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
Line 404: | Line 389: | ||
{{infobox track | {{infobox track | ||
|name=Pikmin suffering (loop) | |name=Pikmin suffering (loop) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/045-pikmin-in-danger-.mp3 | ||
|internal = demo_z17_PikuminDrown.aa.32.dspadpcm.bfstm | |internal = demo_z17_PikuminDrown.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 417: | Line 401: | ||
|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 | |internal = demo_PlayerDown.w.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 428: | Line 411: | ||
|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 | |internal = demo_PikminExtinction.w.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 437: | Line 419: | ||
{{infobox track | {{infobox track | ||
|name=Game over | |name=Game over | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/083-game-over.mp3 | ||
|internal = Gameover.o.32.dspadpcm.bfstm | |internal = Gameover.o.32.dspadpcm.bfstm | ||
|header = y | |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, | 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, this little gesture 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. | ||
{{clear}} | |||
{{infobox track | |||
|name=Game over (loop) | |||
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/084-continue-.mp3 | |||
|internal = Gameover.o.32.dspadpcm.bfstm | |||
|header = y | |||
}} | |||
Heard when the message appears asking the player to continue after a game over. This loop is drastically different from the game over 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}} | {{clear}} | ||
Line 450: | Line 439: | ||
{{infobox track | {{infobox track | ||
|name=Land in Distant Tundra | |name=Land in Distant Tundra | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/052-brittany-s-landing.mp3 | ||
|internal = demo_CourseIn_c07.o.32.dspadpcm.bfstm | |internal = demo_CourseIn_c07.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 461: | Line 449: | ||
{{infobox track | {{infobox track | ||
|name=Captain Charlie's theme | |name=Captain Charlie's theme | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/067-captain-charlie-s-theme.mp3 | ||
|internal = demo_c23_CharlieRap.aa.32.dspadpcm.bfstm | |internal = demo_c23_CharlieRap.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 472: | Line 459: | ||
{{infobox track | {{infobox track | ||
|name=Louie's theme | |name=Louie's theme | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/077-louie-s-theme.mp3 | ||
|internal = demo_d06_02.o.32.dspadpcm.bfstm | |internal = demo_d06_02.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 485: | Line 471: | ||
|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 | |internal = demo_get_luie.w.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 494: | Line 479: | ||
{{infobox track | {{infobox track | ||
|name=Louie escaped | |name=Louie escaped | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/079-follow-that-hocotatian-.mp3 | ||
|internal = demo_b22.o.32.dspadpcm.bfstm | |internal = demo_b22.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 505: | Line 489: | ||
{{infobox track | {{infobox track | ||
|name=Found Olimar | |name=Found Olimar | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/109-captain-olimar-found-.mp3 | ||
|internal = demo_e12_FindOlimar.aa.32.dspadpcm.bfstm | |internal = demo_e12_FindOlimar.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 516: | Line 499: | ||
{{infobox track | {{infobox track | ||
|name=Found Olimar (loop) | |name=Found Olimar (loop) | ||
|link= | |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 | |internal = demo_e12_FindOlimar.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 527: | Line 509: | ||
{{infobox track | {{infobox track | ||
|name=Olimar released | |name=Olimar released | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/111-mysterious-life-form-battle-intro.mp3 | ||
|internal = demo_BossEHenka.aa.32.dspadpcm.bfstm | |internal = demo_BossEHenka.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Line 538: | Line 519: | ||
{{infobox track | {{infobox track | ||
|name=Olimar released (loop) | |name=Olimar released (loop) | ||
|link= | |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 | |internal = demo_BossEHenka.aa.32.dspadpcm.bfstm | ||
|header = y | |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 | 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}} | ||
Line 549: | Line 529: | ||
{{infobox track | {{infobox track | ||
|name=Mysterious Life-form appears | |name=Mysterious Life-form appears | ||
|link= | |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 | |internal = demo_e01_BossEAppear.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard when the [[Mysterious Life | 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}} | ||
Line 560: | Line 539: | ||
{{infobox track | {{infobox track | ||
|name=Conclusion cutscene | |name=Conclusion cutscene | ||
|link=https:// | |link=https://www.youtube.com/watch?v=SsQUSw3Ppkg&index=51&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=demo_s02_ending01_mix.yr.32.dspadpcm.bfstm | |internal=demo_s02_ending01_mix.yr.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
Line 573: | Line 552: | ||
{{infobox track | {{infobox track | ||
|name=Ending ( | |name=Ending (bad) | ||
|link=https:// | |link=https://www.youtube.com/watch?v=V1UG7Ksx-pQ&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=52 | ||
|internal =STRM_DEMO_s03_Epilogue01_48k.bfstm | |internal = STRM_DEMO_s03_Epilogue01_48k.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
{{ | {{transcript|Though not entirely satisfied, the explorers managed to secure a modest supply of edible matter for their home planet. Yet still they wondered, can this handful of seeds really bring salvation to the people of Koppai? Even if they carefully cultivate the seeds they've harvested, it may not be enough to support the entire population. This thought hovers over the explorers as they embark on their journey. Along with their cargo they carry with them a sense of unease.}} | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Ending ( | |name=Ending (good) | ||
|link=https:// | |link=https://www.youtube.com/watch?v=oVrGzjHO_VI&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=53 | ||
|internal =STRM_DEMO_s03_Epilogue02_48k.bfstm | |internal = STRM_DEMO_s03_Epilogue02_48k.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
{{ | {{transcript|And so the intrepid explorers succeed in securing a reasonable supply of edible matter for their home planet. If they carefully cultivate the seeds they've harvested, they just may bring salvation to the people of Koppai. However if they once again squander their resources, salvation may only be temporary. But fate will decide whether history repeats itself.}} | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Ending ( | |name=Ending (perfect) | ||
|link=https:// | |link=https://www.youtube.com/watch?v=ic9XM7DIJBI&index=54&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal = | |internal = STRM_DEMO_s03_Epilogue04_48k.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
{{ | {{transcript|And so the intrepid explorers successfully complete their mission. After securing a bountiful supply of edible matter and learning the valuable lessons of planning and teamwork, the explorers are set to become the saviors of their home planet. Under their guidance, the seeds they've recovered will be used to kick off a sustainable cycle of cultivation and harvesting, thus bringing new life to Koppai. However, one question remains: what was the cause of the accident that sent the S.S. Drake hurtling to PNF-404's surface? Perhaps, it wasn't an accident after all.}} | ||
{{clear}} | {{clear}} | ||
Line 614: | Line 583: | ||
{{infobox track | {{infobox track | ||
|name=Credits | |name=Credits | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=ETMeYlLGjQM&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=55 | ||
|header = y | |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 | Heard after any of the epilogues, when the game is complete. This is by far the most varied of the credit sequences in the [[Pikmin series]]. 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. | *(0:00) [[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. | *(0:17) 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 | *(0:34) A [[Red Pikmin]] attempts to chase a [[Yellow Spectralid]] 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. | *(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. | *(1:08) 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. | ||
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{{infobox track | {{infobox track | ||
|name=Garden | |name=Garden survey | ||
|link=https://youtu.be/fNrkPy0z-ss | |link=https://youtu.be/fNrkPy0z-ss | ||
|header = y | |header = y | ||
}} | }} | ||
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 bed. This theme is exclusive to ''Pikmin 3 Deluxe''. | |||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name= | |name=Field survey | ||
|link=https://youtu.be/ | |link=https://youtu.be/8s8-HP_WUoA | ||
|header = y | |header = y | ||
}} | }} | ||
Same as ''Garden survey'' | |||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name= | |name=River survey | ||
|link=https://youtu.be/ | |link=https://youtu.be/U2Kp-28yVm4 | ||
|header = y | |header = y | ||
}} | }} | ||
Same as ''Garden survey'' | |||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name= | |name=Tundra survey | ||
|link=https://youtu.be/ | |link=https://youtu.be/hnQbRKAJUMo | ||
|header = y | |header = y | ||
}} | }} | ||
Same as ''Garden survey'' | |||
{{clear}} | {{clear}} | ||
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*'''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. | *'''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. | *'''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 [[ | *'''Weather version:''' If it is raining in an area besides the [[Formidable Oak]], a special theme will play with its own enemy, task, and carrying mixes. If it is snowing in the [[Distant Tundra]], a different version of the 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. | 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. | ||
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{{infobox track | {{infobox track | ||
|name=Alph's Crash Site | |name=Alph's Crash Site | ||
|link=https:// | |link=https://www.youtube.com/watch?v=xCWUHYS1a3g&index=5&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=STRM_BGM_Tutorial.bfstm | |internal=STRM_BGM_Tutorial.bfstm | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Garden of Hope | |name=Garden of Hope | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=jT6H5U0UZlk&index=6&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|linka=https://www.youtube.com/watch?v=H1etAFiAPYQ&index=7&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|links=https://www.youtube.com/watch?v=y8rEi-uxGTA&index=8&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|linkp=http://www.pikminwiki.com/Music_(Pikmin_3)#Rain | |||
|internal=STRM_BGM_mapB_Morning.bfstm STRM_BGM_mapB_Day.bfstm mapB_Evening.o.32.dspadpcm.bfstm | |internal=STRM_BGM_mapB_Morning.bfstm STRM_BGM_mapB_Day.bfstm mapB_Evening.o.32.dspadpcm.bfstm | ||
}} | }} | ||
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 | 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 also has an {{w|anacrusis}}, rather than a small separate intro. | ||
'''Instruments''' | '''Instruments''' | ||
*'''Main version''': Flute, pan flute, clarinet, bassoon, marimba, | *'''Main version''': Flute, pan flute, clarinet, bassoon, marimba, accordion, harp, glockenspiel-like synthesizer, and violins and violas. | ||
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | *'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | ||
*'''Task mix''': Hand drum, djembe, shaker | *'''Task mix''': Hand drum, djembe, shaker, and pizzicato cellos. | ||
*'''Carrying mix''': Celeste | *'''Carrying mix''': Celeste. | ||
*'''Weather version''': See '''[[#Rain|Rain]]'''. | *'''Weather version''': See '''[[#Rain|Rain]]'''. | ||
*'''Afternoon version''': Same as main version, but piccolos, a full use of banjo, and pizzicato basses are added. | *'''Afternoon version''': Same as main version, but piccolos, a full use of banjo, and pizzicato basses are added. | ||
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{{infobox track | {{infobox track | ||
|name=Distant Tundra | |name=Distant Tundra | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=SIfHmvRtG-w&index=23&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|linkp=https://www.youtube.com/watch?v= | |linka=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/055-distant-tundra-noon-noon-snowing-.mp3 | ||
|links=https://www.youtube.com/watch?v=6G78HF-dWc4&index=25&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|linkp=https://www.youtube.com/watch?v=LFwQV-SwFLI&index=24&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|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 | |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 | ||
}} | }} | ||
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 | 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 organ-like synthesizer, sounds remarkably similar to the 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. | 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''' | '''Instruments''' | ||
*'''Main version''': | *'''Main version''': Modified celeste, and vocal and organ-like synthesizers. | ||
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | *'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | ||
*'''Task mix''': DX electric piano, and pizzicato cellos and basses. | *'''Task mix''': DX electric piano, and pizzicato cellos and basses. | ||
*'''Carrying mix''': | *'''Carrying mix''': Concertina and sleigh bells. | ||
*'''Weather version''': | *'''Weather version''': Tuned gongs, and vocal and organ-like synthesizers. | ||
*'''Afternoon version''': Same as main version. | *'''Afternoon version''': Same as main version. | ||
*'''Sunset version''': Glockenspiel (long attack), | *'''Sunset version''': Glockenspiel (long attack), modified handbells, and vocal synthesizers. | ||
It always snows on the first day [[Alph]] and [[Brittany]] arrive in the Distant Tundra | It always snows on the first day [[Alph]] and [[Brittany]] arrive in the Distant Tundra. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Tropical Wilds | |name=Tropical Wilds | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=urkBGrBvXKc&index=21&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|linka=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/070-tropical-wilds-noon-.mp3 | |||
|links=https://www.youtube.com/watch?v=B47-m09ufoo&index=22&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|linkp=http://www.pikminwiki.com/Music_(Pikmin_3)#Rain | |||
|internal=STRM_BGM_mapA_Morning.bfstm STRM_BGM_mapA_Day.bfstm mapA_Evening.o.32.dspadpcm.bfstm | |internal=STRM_BGM_mapA_Morning.bfstm STRM_BGM_mapA_Day.bfstm mapA_Evening.o.32.dspadpcm.bfstm | ||
}} | }} | ||
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'''Instruments''' | '''Instruments''' | ||
*'''Main version''': | *'''Main version''': {{w|Overtone flute}}, fifes, bass {{w|marimbaphone}}, bamboo marimba, steel drum, metal tablas, cowbell, shaker, {{w|caxixi}}, concertina, and cicada-like synthesizer. | ||
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | *'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | ||
*'''Task mix''': | *'''Task mix''': Contrabass flute, african xylophone, conga, triangle, pad and bass synthesizers, and basses. | ||
*'''Carrying mix''': | *'''Carrying mix''': Dulcimer and celeste synthesizer. | ||
*'''Weather version''': See '''[[#Rain|Rain]]'''. | *'''Weather version''': See '''[[#Rain|Rain]]'''. | ||
*'''Afternoon version''': Same as main version, but the intro contains bass accordion. | *'''Afternoon version''': Same as main version, but the intro contains bass accordion. | ||
*'''Sunset version''': Fifes, modified celeste, marimbaphone, | *'''Sunset version''': Fifes, modified celeste, marimbaphone, metal tablas, cowbell, and concertina. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Twilight River | |name=Twilight River | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=YJh-ruM1CxA&index=39&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|linka=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/075-twilight-river-noon-.mp3 | |||
|links=https://www.youtube.com/watch?v=neI-RmxT2aU&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=40 | |||
|linkp=http://www.pikminwiki.com/Music_(Pikmin_3)#Rain | |||
|internal=STRM_BGM_mapD_Morning.bfstm STRM_BGM_mapD_Day.bfstm mapD_Evening.o.32.dspadpcm.bfstm | |internal=STRM_BGM_mapD_Morning.bfstm STRM_BGM_mapD_Day.bfstm mapD_Evening.o.32.dspadpcm.bfstm | ||
}} | }} | ||
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'''Instruments''' | '''Instruments''' | ||
*'''Main version''': Bassoons, handbells, shaker, acoustic guitar, | *'''Main version''': Bassoons, handbells, shaker, acoustic guitar, accordion, pad synthesizer, and violin (also playing {{w|double stop}}) and viola. | ||
*'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | *'''Enemy mix''': Timpani, snare drum, crash cymbals, and bell collection. | ||
*'''Task mix''': Congas, talking drum, synth bass, and vocal synthesizer. | *'''Task mix''': Congas, talking drum, synth bass, and several types of vocal synthesizer. | ||
*'''Carrying mix''': | *'''Carrying mix''': Sine-wave-like synthesizer. | ||
*'''Weather version''': See '''[[#Rain|Rain]]'''. | *'''Weather version''': See '''[[#Rain|Rain]]'''. | ||
*'''Afternoon version''': Same as main version, but the intro contains a glockenspiel. | *'''Afternoon version''': Same as main version, but the intro contains a glockenspiel-like synthesizer. | ||
*'''Sunset version''': Soprano bassoons, celeste, | *'''Sunset version''': Soprano bassoons, celeste, Hang drum, accordion, and violin. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Formidable Oak | |name=Formidable Oak | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=ZLbeC0fyPok&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=42 | ||
|linkp=https://www.youtube.com/watch?v= | |linka=No | ||
|links=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/106-formidable-oak-exterior-night-.mp3 | |||
|linkp=https://www.youtube.com/watch?v=t7iGthGC7kU&index=43&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |||
|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 | |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 | ||
}} | }} | ||
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*'''Sunset version''': Detuned chorused glockenspiel, bamboo marimba, celeste/wind chime sample, and distorted modified vocal synthesizer. | *'''Sunset version''': Detuned chorused glockenspiel, bamboo marimba, celeste/wind chime sample, and distorted modified vocal synthesizer. | ||
There is also a [ | There is also a [http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/108-formidable-oak-exterior-night-rain-.mp3 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}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Cave | |name=Cave | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=q4krnX-l-R8&index=14&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal=STRM_BGM_Cave.bfstm | |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 | 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 [[Music in Pikmin#The Distant Spring|cymbalesque synthesizer from the first game]], a sound unique to the [[Pikmin series]]. | ||
'''Instruments''' | '''Instruments''' | ||
*'''Main version''': Piano, | *'''Main version''': Piano, tam-tam, "cymbalesque", pad synthesizers, vocal synthesizer, and sitar-drone-esque synthesizer. | ||
*'''Enemy mix''': Electronic drum kit. | *'''Enemy mix''': Electronic drum kit. | ||
*'''Task mix''': Hi-hat, electronic piano, sawtooth synthesizer, ping-like chordal synthesizer, and cave-drop sound effect. | *'''Task mix''': Hi-hat, electronic piano, sawtooth synthesizer, ping-like chordal synthesizer, and cave-drop sound effect. | ||
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{{infobox track | {{infobox track | ||
|name= Rain | |name= Rain | ||
|link=https://www.youtube.com/watch?v= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/040-rain.mp3 | ||
|linka= http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/042-rain-noon-.mp3 | |||
|links=https://www.youtube.com/watch?v=mk1rIwGR6q0&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=16 | |||
|internal=STRM_BGM_Rain_Morning.bfstm STRM_BGM_Rain_Day.bfstm Rain_evening.o.32.dspadpcm.bfstm | |internal=STRM_BGM_Rain_Morning.bfstm STRM_BGM_Rain_Day.bfstm Rain_evening.o.32.dspadpcm.bfstm | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Boss battle intro | |name=Boss battle intro | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/046-boss-battle-intro.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Boss battle | |name=Boss battle | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/047-boss-battle-.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Boss attack | |name=Boss attack | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/048-boss-battle-boss-attacks-.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Pikmin vulnerable | |name=Pikmin vulnerable | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/049-boss-battle-pikmin-vulnerable-.mp3 | ||
|header = y | |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 | 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. | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Boss vulnerable | |name=Boss vulnerable | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/050-boss-battle-boss-vulnerable-.mp3 | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Vehemoth Phosbat (all lights off) | |name=Vehemoth Phosbat (all lights off) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/060-phosbat-cave-all-lights-off-.mp3 | ||
|internal = STRM_BGM_Ohbake_Lv0.bfstm | |internal = STRM_BGM_Ohbake_Lv0.bfstm | ||
|header = y | |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 [ | 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 [http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/061-phosbat-cave-all-lights-off-vehemoth-phosbat-near-.mp3 here]. | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Vehemoth Phosbat (small lights on) | |name=Vehemoth Phosbat (small lights on) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/062-phosbat-cave-small-lights-on-.mp3 | ||
|internal = STRM_BGM_Ohbake_Lv3.bfstm | |internal = STRM_BGM_Ohbake_Lv3.bfstm | ||
|header = y | |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 [ | 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 [http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/063-phosbat-cave-small-lights-on-vehemoth-phosbat-near-.mp3 here]. | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Large bulb activated | |name=Large bulb activated | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/064-the-big-bulb-is-activated-.mp3 | ||
|internal = demo_BossCLightOn.o.32.dspadpcm.bfstm | |internal = demo_BossCLightOn.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Vehemoth Phosbat (large light on) | |name=Vehemoth Phosbat (large light on) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/065-phosbat-cave-all-lights-on-.mp3 | ||
|internal = BossC_LastChance.o.32.dspadpcm.bfstm | |internal = BossC_LastChance.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Boss defeated | |name=Boss defeated | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/051-boss-defeated-.mp3 | ||
|internal=demo_bossCDie.o.32.dspadpcm.bfstm | |internal=demo_bossCDie.o.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{clear}} | {{clear}} | ||
===Mysterious Life | ===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. | 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}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Mysterious Life | |name=Mysterious Life Form | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/114-formidable-oak-interior-.mp3 | ||
|internal =STRM_BGM_Metaboss01_Escape.bfstm | |internal = STRM_BGM_Metaboss01_Escape.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard in the Formidable Oak's interior, while the [[Mysterious Life | 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}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Mysterious Life | |name=Mysterious Life Form (near Olimar) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/115-formidable-oak-interior-mysterious-life-form-near-.mp3 | ||
|internal =STRM_BGM_Metaboss01_Escape.bfstm | |internal = STRM_BGM_Metaboss01_Escape.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard when the Mysterious Life | 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}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Mysterious Life | |name=Mysterious Life Form (Olimar captured) | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/116-formidable-oak-interior-captain-olimar-captured-.mp3 | ||
|internal =Metaboss01_Catch.aa.32.dspadpcm.bfstm | |internal = Metaboss01_Catch.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
Heard when the Mysterious Life | 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}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Escaped Formidable Oak | |name=Escaped Formidable Oak | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/117-plasm-wraith-battle-intro.mp3 | ||
|internal =demo_e02_BossETransform.aa.32.dspadpcm.bfstm | |internal = demo_e02_BossETransform.aa.32.dspadpcm.bfstm | ||
|header = y | |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 | 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}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Plasm Wraith battle | |name=Plasm Wraith battle | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/118-formidable-oak-exterior-interior-plasm-wraith-battle-.mp3 | ||
|internal =Metaboss02.aa.32.dspadpcm.bfstm demo_Mission_BossETransform.aa.32.dspadpcm.bfstm | |internal = Metaboss02.aa.32.dspadpcm.bfstm demo_Mission_BossETransform.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Plasm Wraith defeated | |name=Plasm Wraith defeated | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/119-plasm-wraith-defeated-captain-olimar-saved-.mp3 | ||
|internal =demo_Metaboss_die.aa.32.dspadpcm.bfstm | |internal = demo_Metaboss_die.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Mid-boss battle | |name=Mid-boss battle | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/072-midboss-battle-.mp3 | ||
}} | }} | ||
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. | 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. | ||
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==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. | [[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. | ||
{{infobox track | {{infobox track | ||
|name=Mission Mode ( | |name=Mission Mode (Levels 1-10) | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=s1y4lw3IUSQ&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=31 | ||
|internal =STRM_BGM_Mission_Poko.bfstm STRM_BGM_Mission_Poko_HurryUp.bfstm | |internal = STRM_BGM_Mission_Poko.bfstm STRM_BGM_Mission_Poko_HurryUp.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Fortress of Festivity | |name=Fortress of Festivity | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=-aa6IhnlC0I&index=49&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal =STRM_BGM_DLC2.bfstm STRM_BGM_DLC_HurryUp.bfstm | |internal = STRM_BGM_DLC2.bfstm STRM_BGM_DLC_HurryUp.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Mission Mode ( | |name=Mission Mode (Levels 12-15) | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=cAYhwEEWVaI&index=50&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal =STRM_BGM_DLC.bfstm STRM_BGM_DLC_HurryUp.bfstm | |internal = STRM_BGM_DLC.bfstm STRM_BGM_DLC_HurryUp.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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|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 | |internal = Mission_Boss_Clear_Fan.o.32.dspadpcm.bfstm | ||
|header = y | |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#. | 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}} | ||
==Side Stories== | ==Side Stories== | ||
As with the other modes, the [[Side Stories]] of ''Pikmin 3 Deluxe'' | {{stub}} | ||
As with the other modes, the [[Side Stories]] of ''Pikmin 3 Deluxe'' have unique music to fit their playstyle and atmosphere. Like the area and Mission Mode themes, the tracks that play during gameplay are adaptive, having a mix for fighting enemies, carrying objects, and overcoming obstacles. Since the Side Stories were introduced in ''Pikmin 3 Deluxe'', all themes in it are exclusive to that release. | |||
{{infobox track | {{infobox track | ||
|name=Olimar's Assignment | |name=Olimar's Assignment 1 | ||
|link=https:// | |link=https://youtu.be/L4fLUg8hkhg | ||
|internal = | |internal = | ||
|header = y | |header = y | ||
}} | }} | ||
Heard during | Heard during the Flower Garden and Inside Forest missions of Olimar's Assignment. | ||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Olimar's Assignment | |name=Olimar's Assignment 2 | ||
|link=https:// | |link=https://youtu.be/oqKEy_TT5wA | ||
|internal = | |internal = | ||
|header = y | |header = y | ||
}} | }} | ||
Heard during | Heard during the River and Tundra missions of Olimar's Assignment. | ||
{{clear}} | {{clear}} | ||
==Bingo Battle== | ==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 | [[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 beats 1 and 2 (or 1, 2, and 3) for [[Alph]]; "[[Hocotate]]!" on beats 3 and 4 (or 3, 4, and 5) for [[Olimar]]. 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. | ||
{{infobox track | {{infobox track | ||
|name=Battle start | |name=Battle start | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/095-ready...-go-.mp3 | ||
|header = y | |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 | 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. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Bingo Battle 1 (nature) | |name=Bingo Battle 1 (nature) | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=drUAVkZ08cY&index=34&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal =STRM_BGM_Vs.bfstm | |internal = STRM_BGM_Vs.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Bingo Battle 2 (metal) | |name=Bingo Battle 2 (metal) | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=Jvx5RJQveRE&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk&index=35 | ||
|internal =STRM_BGM_VsBlues.bfstm | |internal = STRM_BGM_VsBlues.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Bingo Battle 3 (toys) | |name=Bingo Battle 3 (toys) | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=9cXiGjjLZAI&index=36&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|internal =STRM_BGM_VsToy.bfstm | |internal = STRM_BGM_VsToy.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=One Away! | |name=One Away! | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/100-one-square-left-.mp3 | ||
|internal =STRM_BGM_Vs_Reach.bfstm | |internal = STRM_BGM_Vs_Reach.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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{{infobox track | {{infobox track | ||
|name=Give it a Spin! | |name=Give it a Spin! | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/099-give-it-a-spin-.mp3 | ||
|header = y | |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. | 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. | ||
{{clear}} | {{clear}} | ||
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{{infobox track | {{infobox track | ||
|name=Victory | |name=Victory | ||
|link= | |link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/104-bingo-battle-win-.mp3 | ||
|internal =ff_WinLoop.aa.32.dspadpcm.bfstm | |internal = ff_WinLoop.aa.32.dspadpcm.bfstm | ||
|header = y | |header = y | ||
}} | }} | ||
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*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. | *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. | ||
== | ==See also== | ||
*[[Music]] | |||
*[[Music in Pikmin|Music in ''Pikmin'']] | |||
*[[Music in Pikmin 2|Music in ''Pikmin 2'']] | |||
[[Category:Music]] |