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[[File:Pikmin 2 Theme.png|thumb|250px|Sheet music of a motif occurring throughout the series.]]
'''Music''' in the [[Pikmin series|''Pikmin'' series]] accompanies every part of each game, from ambient music during gameplay and [[menu]]s, to pre-rendered cutscene scores, to minor jingles for small events. The style is quite unique and extremely varied across the games, featuring many different instruments and textures that reflect the game environments on [[PNF-404]] and beyond. Most notably, much of the music is dynamic: gameplay events and parameters can add or subtract elements from the music. For example, entering [[combat]] will often bring a new intense percussion track into the mix, and the passage of [[Day#Sunset|sunset]] thins the music down to a quiet, peaceful rendition. [[Boss]]es in the games have their own themes, and [[Canon|non-canonical]] game modes (such as [[Challenge Mode (Pikmin)|Challenge Mode]] or [[Bingo Battle]]) have a different, less serious compositional style, to reflect the different structures and styles of gameplay. Overall, music gives the games more character and interest, and can even help direct the player's attention to important in-game elements.


{{image}}
==General information==
{{game help|p3}}
The music that accompanies gameplay in the main games is dynamic, meaning that certain conditions of the game can add or subtract elements from the music. Most commonly, if an [[enemy]] is near or combating the leaders and Pikmin, the music will add an intense track of percussion and other instruments to its mix, further engaging the player in the combat. At [[Day#Sunset|sunset]], the music will subtract elements to become higher in register, thinner in texture, and calmer in mood, suggesting the approaching end of the day's events and complexity. As the games progress, this dynamism in the music becomes more and more a part of gameplay; after [[Pikmin (game)|''Pikmin'']], new mixes are added when Pikmin are carrying spoils (a high-register accompaniment suggesting success) and performing tasks like removing [[obstacles]]. While still an aesthetic addition, a beneficial consequence of this dynamic music is its ability to organize the psychology of gameplay. It can not only adjust the mood of a theme to reflect the efficiency and intensity of a day, but even direct the player's attention to something, and help categorize the many actions that Pikmin perform over the course of a day.


The '''music''' in the [[Pikmin (series)|''Pikmin'' games]] plays a big role in the general ambiance. This is due to the fact that the music is programmed to change dynamically according to what's happening at the moment. Each area has its own theme, and if a player approaches an enemy, for instance, the game adds tracks of intense percussion to reflect the ongoing battle. In addition, most [[cutscenes]] have their own score, and all menus besides the in-game pause menu have unique themes.
Generally, the gameplay music of the ''Pikmin'' series has quite an avant-garde style, with many non-tonal progressions and harmonies that make themes more complicated and interesting. At times, a theme may be intended to be so complex that its streams of information cannot all be followed at once, directing the player's attention completely to gameplay rather than scenery. At other times, the music stands aside for gameplay by being serene or simple, playing more of an ambience to the environment than a theme to Pikmin's actions.  


In ''[[Pikmin (game)|Pikmin]]'', when confronted with the [[Beady Long Legs]] or the [[Emperor Bulblax]], the game will change to play their corresponding unique theme, while all other [[Enemy#Boss|bosses]] do not make the song change. In ''[[Pikmin 2]]'' and ''[[Pikmin 3]]'', however, almost all bosses use the common boss theme. In ''Pikmin 3'', mini-bosses have their own theme.
During [[cutscene]]s, music is a predetermined length, often followed by a loop over a dialog segment; these cutscene scores can be played by many different sizes and types of ensembles. Pre-rendered cutscenes (such as the cinematics in ''Pikmin 2'') are normally scored by a Hollywood-style orchestra and electronics, making them feel all the more cinematic. Music during cutscenes is more prominent, since the player can do nothing to alter it or the events it scores.


Music in caves is often minimalistic and appears to be chosen according to the difficulty and kind of [[hazard]]s and [[Enemy|beasts]] that await the [[Pikmin family|Pikmin]] and [[leader]]s. In [[rest sublevel]]s, an unique soft melody plays. When [[The Key]] has been delivered in [[Challenge Mode (Pikmin 2)|''Pikmin 2'''s Challenge Mode]], a rather weird theme plays for the rest of the sublevel.
==''Pikmin''==
''Composer: Hajime Wakai''
{{see|Music in Pikmin|t1=Music in ''Pikmin''}}
''[[Pikmin (game)|Pikmin]]'' has a soundtrack that generally reflects the small scale of the Pikmin and grows in texture and variation as more [[Ship part|parts]] of the [[S.S. Dolphin]] are recovered. Enemies and sunset can bring about dynamic changes, but the music is often meant mainly to score the natural scenery of the [[areas]] with an array of natural instruments. Contrastingly, themes about [[Captain Olimar]] and his ship are generally synthesized, to suggest their alien nature. ''Pikmin'' has the most melodically-driven soundtrack of the series, but few of its melodies or gestures become motivic.


The composer of the music for ''Pikmin'' and ''Pikmin 2'' is mainly Hajime Wakai, though other artists such as Kazumi Totaka have also contributed. ''Pikmin 3'''s soundtrack was composed and arranged by Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai.
==''Pikmin 2''==
''Composers: Hajime Wakai, and Kazumi Totaka''
{{see|Music in Pikmin 2|t1=Music in ''Pikmin 2''}}
''[[Pikmin 2]]'' has perhaps the most varied soundtrack of all the games, thanks to its [[cave]]s. Cave themes are the first and only instance of [[Randomization|randomly]] structured music in the series, and ''Pikmin 2'' has [[Music in Pikmin 2#Caves|25 different minimalist themes]] with which to score each sublevel. This game also introduces in-game cutscenes, which have eclectic pre-rendered scores; and new complements to the music, triggered by conditions such as carrying [[treasure]] or playing as a particular [[leader]]. The music is generally more ambient in this game, but introduced in the cutscenes are new [[Music in Pikmin 2#Leitmotifs|leitmotifs]] that become very popular in this game and the next.


==''Pikmin 3''==
==''Pikmin 3''==
{{clean|I didn't merge this, because I'm still really early into ''Pikmin 3''. <small>— '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 11:24, 8 September 2014 (EDT)</small>}}
''Composers: Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai''
''Pikmin 3'''s music goes for having a more natural, simple, but atmospheric affect rather than having melodically strong tunes.
{{see|Music in Pikmin 3|t1=Music in ''Pikmin 3''}}
''[[Pikmin 3]]''{{'s}} soundtrack has a much more atmospheric and often experimental mood to it, though new melodic motifs and some from ''Pikmin 2'' give it contextual stability. The music's dynamism now occurs regardless if the trigger is on-screen, making the music more effective as a gameplay tool. Afternoon time and variations in weather also provide new parameters for changing the music. Compared to the previous games, ''Pikmin 3'' uses much more advanced sound technology, allowing new instruments to score the high-definition scenery; particularly, unique synthesizer sounds are very prominent in this soundtrack. Quite a few themes in this game are re-orchestrations of ''Pikmin 2'' themes, giving the game itself a more modernized mood while establishing its reference point in the series.


Every area in ''Pikmin 3'' has a total of 6 music variations: Morning, Morning Work, Work, Afternoon, Evening, and Weather. The "Weather" variation is shared by all the regions except the [[Formidable Oak]] and the [[Distant Tundra]], which have their own unique themes when Weather is active. All cave areas share the same soundtrack.
The additional music in ''[[Pikmin 3 Deluxe]]'' was composed by Soshi Abe and Babi.


Unlike in the past two games,''''' '''Pikmin 3'' does not have an extra variant of each song that changes when an enemy is nearby. Instead, a continuous tampani and cowbell beat is overlayed with the normal music to signify enemies in the vicinity.''' '''''Pikmin 3'' does, however, have unique music variants for when Pikmin are preforming tasks such are building bridges or carrying spoils.
==''Pikmin 4''==
''Composers: Asuka Hayazaki, Kenta Nagata, and Soshi Abe''
{{see|Music in Pikmin 4|t1=Music in ''Pikmin 4''}}
''[[Pikmin 4]]''{{'s}} soundtrack is highly ambient, much more so than any other game in the series. Its main area themes in particular feature music that is very fragmented and sparse in melodic information, though the themes for cutscenes, [[bosses]], and side modes are more in spirit to what is heard in previous games. Possible in part by this new minimalistic approach, every single type of enemy will now also bring about a unique change in the music when a leader is nearby; each enemy adds a unique instrument or mix that is characteristic of the creature. Motifs established in ''Pikmin 2'' also reappear in some cutscenes, further tying in the many returning features from that game, such as the reintroduction of multi-floored [[caves]].


All bosses share the same theme except for the [[Vehemoth Phosbat]] and the [[Plasm Wraith]], which both have unique themes. All mini-bosses share a remixed version of ''Pikmin 2'''s boss theme.
==''Hey! Pikmin''==
''Composers: Kento Hasegawa, and Masato Kouda''
{{see|Music in Hey! Pikmin|y1=Music in ''Hey! Pikmin''}}
''[[Hey! Pikmin]]''{{'s}} soundtrack is very different to those of the other games in the series, reflecting how its gameplay is also very different. It features melodically-driven themes featuring a large variety of synthesized sounds, often featuring audio effects like reverb. [[Area]] themes each have 2 versions: a main version for the "front side" of the area, and a secondary version, always more ambient and atmospheric, for the "back side", though these themes don't share a  structure; in fact the soundtrack lacks any dynamic elements. Every [[menu]] and boss has a unique theme, giving the soundtrack a wide range of styles and tone colors, and while there are few consistent elements throughout the soundtrack, most themes do reflect the calm nature of the game.


For every official trailer of the game, [[Mission Mode]]'s main theme was used.
==''Pikmin Bloom''==
 
''Composer: Masato Kouda{{cite web|https://twitter.com/mtocoda/status/1455126250905686019|Post by Masato Kouda|Twitter}}''
==Variations==
{{see|Music in Pikmin Bloom|y1=Music in ''Pikmin Bloom''}}
{{ToDo|Can someone more musically-inclined fix some of the terms used here? Also, check if the Burgeoning Spiderwort variation, the obstacle variation, and the treasure carrying variation are mutually exclusive.}}
''[[Pikmin Bloom]]''{{'s}} soundtrack is small but diverse. It features several different styles of music to accompany its menus, activities, and events. In general, its soundtrack is very light and positive-sounding, reflecting its genre as a mobile game. Some of its music comes from ''Hey! Pikmin''{{'s}} soundtrack.
 
In all games, the most variating pieces of music are the [[area]] themes. When [[Day#Sunset|night]] is starting, the music changes to a calmer remix of the default theme; this is the most recognizable change in area themes. The other notable variation happens when the player is near an [[Piklopedia|enemy]]. The default theme gains the addition of more bass instruments, mostly drums, and slightly increases in volume in order to add some more action to the music. This change can be used by the player to detect enemies in the vicinity.
 
In ''Pikmin'', the only other variation comes in the form of a rise in tempo in [[Challenge Mode (Pikmin)|Challenge Mode]]. ''Pikmin 2'' introduced several more variations to the overworld area and cave themes:
*When the player is near an enemy, only one bass instrument is added to the theme. The full "enemy" variation mentioned above occurs when the enemy is being battled against.
*When near a [[Burgeoning Spiderwort]], some slow strings can be heard in the background. Because there are no Burgeoning Spiderworts in caves or in the [[Valley of Repose]], this variation cannot be heard in such places, and it's currently unknown if such variations were even composed for those themes.
*When Pikmin are working on an obstacle, such as a [[bridge]] or a [[gate]], near the player, the theme gains some timpani and some trumpets.
*When carrying a [[treasure]] near the current leader, a generally high-pitched wind instrument like a flute is added, in order to add cheerfulness to the song.
*When playing as [[Louie]] or [[The President]], the metric modulation will often change to a more swung style. With Olimar, the time signature is in 4/4 or 3/4, but with the alternate leader, it's 6/8 or 9/8.
*When the current [[leader]]'s [[HP]] is below half, the song is slowed down to 70%.
*When the current leader gets hit, the audio becomes garbled momentarily.
*If so many Pikmin are massacred in an event that at the end, only 9 or less remain, the main instrument will not play some of its notes. This can happen even if the initial amount was 10, but does not happen at all in [[cave]]s.
 
In light of this information, it can be concluded that, theoretically, there is a total of 512 versions for the overworld area themes in ''Pikmin 2'': (normal + night) &times; (near enemy + battling enemy) &times; Burgeoning Spiderwort &times; obstacle &times; treasure &times; Louie &times; low HP &times; garbled &times; Pikmin massacre.
 
==''Pikmin 2'' boss theme==
There is a "general" boss theme in ''[[Pikmin 2]]'', that's used when battling against bosses. The exceptions are:
*The [[Giant Breadbug]], that has no boss theme, though the [[sublevel]] it's found on has a unique theme.
*The [[Waterwraith]], which has its own, non-dynamic theme, although it does change to a secondary theme upon reaching the second phase of the fight.
*The [[Titan Dweevil]] has its own theme.
 
For all other bosses, the theme is comprised of several sub-themes, that change dynamically according to some of the boss' actions:
*There is a main introduction theme, that plays when a boss appears.
*Most of the time, when the boss is not performing its main attack, the theme is the default boss battle theme.
*When the boss is getting ready to attack, a tense preparation theme plays, with the most emphasis given on the strings.
*When performing a long attack, the theme changes to a more ''bellicoso'' composition in which the French horns and the brasses play alternately, at a fast pace.
*When performing a short attack, one of four themes plays. These are picked in order each time the corresponding attack is used. These themes sound similar to the long attack theme, but each part is composed to sound appropriate individually.
*When performing a special move that's not necessarily an attack, a theme that increases in tone plays.
*When the boss dies, a climatic finale theme plays. The Waterwraith has a variation of this theme, that breaks halfway through and serves as the introduction to the theme for the second phase of the battle.
 
All bosses that use the this theme have the introduction play when they appear, the default theme play when not specified otherwise, and the climatic finale play when they die. If there are multiple bosses on a single floor, such as the [[Burrowing Snagret]]s in the [[Snagret Hole]], the climactic finale will play only when all bosses are killed. As for the remaining themes, those only play during certain actions of certain bosses. The following table pinpoints when each theme plays for each boss:
{| class="wikitable"
! !! Attack preparation !! Long attack !! Short attack !! Special move
|-
! [[Empress Bulblax]]
| Shaking Pikmin off || Rolling || ||
|-
! [[Burrowing Snagret|Burrowing]] / [[Pileated Snagret]]
| || || Unearthing || Burrowing
|-
! [[Beady Long Legs]]
| || || || Shaking Pikmin off
|-
! [[Emperor Bulblax]]
| || || Tongue swipe || Jumping
|-
! [[Man-at-Legs]]
| || Firing || || Shaking Pikmin off
|-
! [[Ranging Bloyster]]
| || || Mouthpart attack || Shaking Pikmin off
|-
! [[Segmented Crawbster]]
| || Rolling || || Swipe
|-
! [[Raging Long Legs]]
| Shaking Pikmin off || Stomping || ||
|}
 
===Waterwraith's theme===
The [[Waterwraith]] has a unique theme, one that's more focused on strings and brass, reflecting the creature's otherworldly nature. This theme plays on [[Submerged Castle]] floors 1-4.
 
The main part of the normal boss theme plays on the final floor. When the boss' rollers are destroyed, a fanfare similar to the main boss defeat fanfare plays, except that halfway through, it changes into a warped version of the main boss theme. This version continues during the section of the fight in which the creature is harmless and without its rollers.
 
Whenever it swipes Pikmin away, the "special move" theme plays, and will become warped along with the main part. Finally, when defeated, the main boss defeat fanfare plays.
 
===Titan Dweevil's theme===
Much like the main boss theme, the Titan Dweevil theme is quite dynamic, and changes depending on the stages of the battle, and the creature's attacks.
 
*There are five main battle themes. When a [[treasure]] is detached from the creature's body, the next theme is used from there on out. These are only used when the boss is not attacking.
**The first theme (all treasures still attached) is consisted mostly of brasses, strings and a few drums.
**The second theme (one treasure detached) adds an organ and a marimba.
**The third theme (two treasures detached) removes the organ and marimba and adds a honky tonk and a harp.
**The fourth theme (three treasure detached) reuses the marimba, honky tonk and harp, and adds basses, a tom and a calliope.
**The fifth and final theme (only [[King of Bugs|Louie]] remaining) is mostly focused on the French horns, the bass and the strings, and is all-around slightly less aggressive.
*When the creature is preparing to attack, a tense theme plays, that increases in tone, and is consisted of a marimba and several brasses and strings.
*When the [[Flare Cannon]] is being used, a theme consisted mostly of brasses and strings playing in two long tones.
*When the [[Shock Therapist]] is being used, a rather melancholic theme plays, featuring the organ and some French horns.
*When the [[Monster Pump]] is being used, a theme plays that's mostly recognized by its zigzagging harp.
*When the [[Comedy Bomb]] is being used, a theme with the organ and a bass play, with the main strings and the bass increasing in tone gradually.
*When the boss is defeated, the strings quickly play a high-pitched note that's held for a couple of seconds.
 
==2-Player Battle==
{{todo|Find out what causes extra drums to be added to the theme.}}
All levels in [[2-Player Battle]] use the same theme. This song only varies in certain situations.
*When a Red Pikmin is carrying a [[Cupid's Grenade]], a tuba or clarinet is introduced.
*When a Blue Pikmin is carrying a Cupid's Grenade, some string intrument is introduced.
*When Olimar is one yellow marble away from winning, the Pikmin will chant "''O-ri-ma!''" in time with the music.
*When Louie is one yellow marble away from winning, the Pikmin will chant "''Ru-i!''" in time with the music.


==Music outside the main games==
==Music outside the main games==
[[Strawberry Flower]] released a Pikmin-themed song, ''[[Ai No Uta]]'', along with the release of ''Pikmin'', and later a number of other ''Pikmin''-themed singles and albums. The ''Pikmin'' OST is called ''[[Pikmin Worlds]]''. For the advertising of ''Pikmin 2'', another song, ''[[Tane no Uta]]'', was used.
===''Pikmin Adventure''===
''Composers: Ryo Nagamatsu, and Hajime Wakai''
{{see|Music in Pikmin Adventure|t1=Music in ''Pikmin Adventure''}}
In the Wii U game ''[[Nintendo Land]]'', a ''Pikmin''-themed attraction called ''[[Pikmin Adventure]]'' features several re-orchestration of themes from the first two games, as well as new compositions inspired by those. While the structures of these derivative compositions are quite true to the originals, their instrumentation is much more frivolous, reflecting the friendly, lighthearted mood of ''Nintendo Land''.


In the stage that represents the ''Pikmin'' franchise in ''[[Super Smash Bros. Brawl]]'', [[Distant Planet]], a collection of songs can play:
===''Pikmin'' Short Movies===
*''Main Theme (Pikmin)'', the [[Menu#Title screen|title screen]] from ''Pikmin''.
''Composers: Shigetoshi Gohara, Hajime Wakai, Ryoji Yoshitomi, and Mahito Yokota''
*''World Map (Pikmin 2)'', a remix of the [[Menu#Area selection|area selection screen]]s in ''Pikmin'' and ''Pikmin 2''.
{{see|Pikmin Short Movies|t1=''Pikmin'' Short Movies}}
*''Stage Clear / Title (Pikmin)'', a remix of the [[Day#Sunset|day end]] theme and the title screen from ''Pikmin''.
The [[Pikmin Short Movies|''Pikmin'' Short Movies]] were scored by a team of four, including Shigetoshi Gohara, Hajime Wakai, Ryoji Yoshitomi, and Mahito Yokota. The score includes brand new music and sound effects, though some additional music and sounds were borrowed from the previous titles, {{P1}}, {{P2}}, and {{P3}}.
*''Forest of Hope'', the normal theme and "enemy" variation theme for [[The Forest of Hope]].
*''[[Ai no Uta]]''
*''Ai no Uta (French Version)'', shorter version of ''Ai no Uta'', in French (needs to be unlocked).
*''[[Tane no Uta]]'' (needs to be unlocked).
*''Environmental Noises'', a collection of animal and insect noises.
*''Title (Big Brain Academy)'', the title screen from ''Big Brain Academy''.


In ''[[Super Smash Bros. for Wii U and 3DS]]'', Distant Planet returns in the 3DS version. It still has the ''Main Theme (Pikmin)'' track, but it also has a new track, called ''Stage Select'', which is a rendition of the stage select theme from ''Pikmin 2''. In the Wii U version, the [[Garden of Hope]] appears as a stage, with its own selection of music:
===Promotional material===
*''Garden of Hope'', the music that plays in the Garden of Hope in ''Pikmin 3''.
{{see also|Promotional material}}
*''Stage Select (Pikmin 2)'', the same track from the 3DS version.
[[Strawberry Flower]] released a Pikmin-themed song, ''[[Ai No Uta]]'', along with the release of ''Pikmin'' (which sold more copies than the game itself), and later a number of other ''Pikmin''-themed singles and albums. The ''Pikmin'' OST is called ''[[Pikmin World]]''. For the advertising of ''Pikmin 2'', another song, ''[[Tane no Uta]]'', was used. In most trailers for ''Pikmin 3'', the game's own [[Music in Pikmin 3#Mission Mode (Levels 1-10)|Mission Mode theme]] was used.
*''Mission Mode (Pikmin 3)'', a remix of the [[Mission Mode]] theme from ''Pikmin 3''.
*''Stage Clear / Title (Pikmin)''
*''Environmental Noises''
*''World Map (Pikmin 2)''
*''Main Theme (Pikmin)''


==Secrets==
===''Super Smash Bros.'' series===
''Pikmin 2'' features a small collection of secrets regarding the music.
{{main|Super Smash Bros. Brawl#Music}}
{{main|Super Smash Bros. for Nintendo 3DS and Wii U#Music}}
{{main|Super Smash Bros. Ultimate#Music}}
{{ssbb}}, {{ssb4}}, and {{ssbu}} have stages that represent in the ''Pikmin'' franchise. These stages feature some tracks that either come from the ''Pikmin'' media directly or are remixes created on purpose for the ''Smash'' series.


One of the most hidden [[easter eggs]] in the franchise is the rendition of ''Totaka's Song'' in ''Pikmin 2''. This can be heard when a cave is completed for the first time; the player must wait for around two minutes on the treasures salvaged screen.
===''Donkey Konga''===
The drumming video game series ''[[mariowiki:Donkey Konga|Donkey Konga]]'' uses several songs from other Nintendo franchises. The Japanese version of the original ''Donkey Konga'' includes ''[[Ai no Uta]]'' as a playable song. The Japanese version of the original ''Donkey Konga 2'' includes ''[[Tane no Uta]]'' as a playable song.


When Pikmin are following the current leader, they will occasionally hum some assorted songs, and one of them resembles the title theme of the game. In addition, if there are 20 Pikmin of each [[Pikmin family|type]] in the party, they'll sing a portion of ''Ai no Uta''.
===Symphonic Legends - Music from Nintendo===
On September 23, 2010, {{w|WDR Rundfunkorchester Köln}} held a symphonic tribute concert in Cologne, Germany called {{w|Symphonic Legends – Music from Nintendo}}. The concert celebrated Nintendo's classic video game music by performing orchestral arrangements; the area selection themes from ''Pikmin '' and ''Pikmin 2'' were arranged by video game composer and orchestrator {{w|Hayato Matsuo}} into an orchestral medley entitled ''[https://www.youtube.com/watch?v=KhbU0dAvbpc Pikmin (Variations on a World Map Theme)]''.


==Trivia==
==See also==
*Because [[Candypop Bud]]s and [[geyser]]s are technically considered [[bosses]] in ''[[Pikmin (game)|Pikmin]]'', approaching one will activate the enemy battle variant of the area's theme.
*[[Strawberry Flower]]
*[[Promotional material]]
*[[:Category:Audio|Audio]] &ndash; samples of music on the wiki


== See also ==
==References==
*[[Strawberry Flower]]
{{refs}}
*[[:Category:Audio]] &ndash; music on the wiki


[[Category:Audio| ]]
[[Category:Audio| ]]
[[Category:Music| ]]
[[Category:Music| ]]

Latest revision as of 20:59, November 16, 2024

Sheet music of a motif occurring throughout the series.

Music in the Pikmin series accompanies every part of each game, from ambient music during gameplay and menus, to pre-rendered cutscene scores, to minor jingles for small events. The style is quite unique and extremely varied across the games, featuring many different instruments and textures that reflect the game environments on PNF-404 and beyond. Most notably, much of the music is dynamic: gameplay events and parameters can add or subtract elements from the music. For example, entering combat will often bring a new intense percussion track into the mix, and the passage of sunset thins the music down to a quiet, peaceful rendition. Bosses in the games have their own themes, and non-canonical game modes (such as Challenge Mode or Bingo Battle) have a different, less serious compositional style, to reflect the different structures and styles of gameplay. Overall, music gives the games more character and interest, and can even help direct the player's attention to important in-game elements.

General information[edit]

The music that accompanies gameplay in the main games is dynamic, meaning that certain conditions of the game can add or subtract elements from the music. Most commonly, if an enemy is near or combating the leaders and Pikmin, the music will add an intense track of percussion and other instruments to its mix, further engaging the player in the combat. At sunset, the music will subtract elements to become higher in register, thinner in texture, and calmer in mood, suggesting the approaching end of the day's events and complexity. As the games progress, this dynamism in the music becomes more and more a part of gameplay; after Pikmin, new mixes are added when Pikmin are carrying spoils (a high-register accompaniment suggesting success) and performing tasks like removing obstacles. While still an aesthetic addition, a beneficial consequence of this dynamic music is its ability to organize the psychology of gameplay. It can not only adjust the mood of a theme to reflect the efficiency and intensity of a day, but even direct the player's attention to something, and help categorize the many actions that Pikmin perform over the course of a day.

Generally, the gameplay music of the Pikmin series has quite an avant-garde style, with many non-tonal progressions and harmonies that make themes more complicated and interesting. At times, a theme may be intended to be so complex that its streams of information cannot all be followed at once, directing the player's attention completely to gameplay rather than scenery. At other times, the music stands aside for gameplay by being serene or simple, playing more of an ambience to the environment than a theme to Pikmin's actions.

During cutscenes, music is a predetermined length, often followed by a loop over a dialog segment; these cutscene scores can be played by many different sizes and types of ensembles. Pre-rendered cutscenes (such as the cinematics in Pikmin 2) are normally scored by a Hollywood-style orchestra and electronics, making them feel all the more cinematic. Music during cutscenes is more prominent, since the player can do nothing to alter it or the events it scores.

Pikmin[edit]

Composer: Hajime Wakai

See: Music in Pikmin

Pikmin has a soundtrack that generally reflects the small scale of the Pikmin and grows in texture and variation as more parts of the S.S. Dolphin are recovered. Enemies and sunset can bring about dynamic changes, but the music is often meant mainly to score the natural scenery of the areas with an array of natural instruments. Contrastingly, themes about Captain Olimar and his ship are generally synthesized, to suggest their alien nature. Pikmin has the most melodically-driven soundtrack of the series, but few of its melodies or gestures become motivic.

Pikmin 2[edit]

Composers: Hajime Wakai, and Kazumi Totaka

See: Music in Pikmin 2

Pikmin 2 has perhaps the most varied soundtrack of all the games, thanks to its caves. Cave themes are the first and only instance of randomly structured music in the series, and Pikmin 2 has 25 different minimalist themes with which to score each sublevel. This game also introduces in-game cutscenes, which have eclectic pre-rendered scores; and new complements to the music, triggered by conditions such as carrying treasure or playing as a particular leader. The music is generally more ambient in this game, but introduced in the cutscenes are new leitmotifs that become very popular in this game and the next.

Pikmin 3[edit]

Composers: Asuka Hayazaki, Atsuko Asahi, and Hajime Wakai

See: Music in Pikmin 3

Pikmin 3's soundtrack has a much more atmospheric and often experimental mood to it, though new melodic motifs and some from Pikmin 2 give it contextual stability. The music's dynamism now occurs regardless if the trigger is on-screen, making the music more effective as a gameplay tool. Afternoon time and variations in weather also provide new parameters for changing the music. Compared to the previous games, Pikmin 3 uses much more advanced sound technology, allowing new instruments to score the high-definition scenery; particularly, unique synthesizer sounds are very prominent in this soundtrack. Quite a few themes in this game are re-orchestrations of Pikmin 2 themes, giving the game itself a more modernized mood while establishing its reference point in the series.

The additional music in Pikmin 3 Deluxe was composed by Soshi Abe and Babi.

Pikmin 4[edit]

Composers: Asuka Hayazaki, Kenta Nagata, and Soshi Abe

See: Music in Pikmin 4

Pikmin 4's soundtrack is highly ambient, much more so than any other game in the series. Its main area themes in particular feature music that is very fragmented and sparse in melodic information, though the themes for cutscenes, bosses, and side modes are more in spirit to what is heard in previous games. Possible in part by this new minimalistic approach, every single type of enemy will now also bring about a unique change in the music when a leader is nearby; each enemy adds a unique instrument or mix that is characteristic of the creature. Motifs established in Pikmin 2 also reappear in some cutscenes, further tying in the many returning features from that game, such as the reintroduction of multi-floored caves.

Hey! Pikmin[edit]

Composers: Kento Hasegawa, and Masato Kouda

See: Music in Hey! Pikmin

Hey! Pikmin's soundtrack is very different to those of the other games in the series, reflecting how its gameplay is also very different. It features melodically-driven themes featuring a large variety of synthesized sounds, often featuring audio effects like reverb. Area themes each have 2 versions: a main version for the "front side" of the area, and a secondary version, always more ambient and atmospheric, for the "back side", though these themes don't share a structure; in fact the soundtrack lacks any dynamic elements. Every menu and boss has a unique theme, giving the soundtrack a wide range of styles and tone colors, and while there are few consistent elements throughout the soundtrack, most themes do reflect the calm nature of the game.

Pikmin Bloom[edit]

Composer: Masato Kouda[1]

See: Music in Pikmin Bloom

Pikmin Bloom's soundtrack is small but diverse. It features several different styles of music to accompany its menus, activities, and events. In general, its soundtrack is very light and positive-sounding, reflecting its genre as a mobile game. Some of its music comes from Hey! Pikmin's soundtrack.

Music outside the main games[edit]

Pikmin Adventure[edit]

Composers: Ryo Nagamatsu, and Hajime Wakai

See: Music in Pikmin Adventure

In the Wii U game Nintendo Land, a Pikmin-themed attraction called Pikmin Adventure features several re-orchestration of themes from the first two games, as well as new compositions inspired by those. While the structures of these derivative compositions are quite true to the originals, their instrumentation is much more frivolous, reflecting the friendly, lighthearted mood of Nintendo Land.

Pikmin Short Movies[edit]

Composers: Shigetoshi Gohara, Hajime Wakai, Ryoji Yoshitomi, and Mahito Yokota

See: Pikmin Short Movies

The Pikmin Short Movies were scored by a team of four, including Shigetoshi Gohara, Hajime Wakai, Ryoji Yoshitomi, and Mahito Yokota. The score includes brand new music and sound effects, though some additional music and sounds were borrowed from the previous titles, Pikmin, Pikmin 2, and Pikmin 3.

Promotional material[edit]

See also: Promotional material.

Strawberry Flower released a Pikmin-themed song, Ai No Uta, along with the release of Pikmin (which sold more copies than the game itself), and later a number of other Pikmin-themed singles and albums. The Pikmin OST is called Pikmin World. For the advertising of Pikmin 2, another song, Tane no Uta, was used. In most trailers for Pikmin 3, the game's own Mission Mode theme was used.

Super Smash Bros. series[edit]

Main article: Super Smash Bros. Brawl#Music.
Main article: Super Smash Bros. for Nintendo 3DS and Wii U#Music.
Main article: Super Smash Bros. Ultimate#Music.

Super Smash Bros. Brawl, Super Smash Bros. for Nintendo 3DS and Wii U, and Super Smash Bros. Ultimate have stages that represent in the Pikmin franchise. These stages feature some tracks that either come from the Pikmin media directly or are remixes created on purpose for the Smash series.

Donkey Konga[edit]

The drumming video game series Donkey Konga uses several songs from other Nintendo franchises. The Japanese version of the original Donkey Konga includes Ai no Uta as a playable song. The Japanese version of the original Donkey Konga 2 includes Tane no Uta as a playable song.

Symphonic Legends - Music from Nintendo[edit]

On September 23, 2010, WDR Rundfunkorchester Köln held a symphonic tribute concert in Cologne, Germany called Symphonic Legends – Music from Nintendo. The concert celebrated Nintendo's classic video game music by performing orchestral arrangements; the area selection themes from Pikmin and Pikmin 2 were arranged by video game composer and orchestrator Hayato Matsuo into an orchestral medley entitled Pikmin (Variations on a World Map Theme).

See also[edit]

References[edit]

  1. ^ Post by Masato Kouda on Twitter