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(I actually don't think this article should be spoiler-tagged, because it becomes clear to the reader far before they stumble into any spoiler territory.) |
(Done.) |
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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. | 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}} | |||
{{infobox track | |||
|name=Mission results | |||
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/093-mission-mode-results.mp3 | |||
|header = y | |||
}} | |||
Heard during the results menu of a Mission mode stage, regardless of the results themselves. This is the [[Music (Pikmin 2)#Challenge Mode results|Challenge Mode results]] theme from ''[[Pikmin 2]]''; 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. | |||
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|- | |- | ||
! [[Scornet Maestro]] | ! [[Scornet Maestro]] | ||
| Commanding [[Scornet]] formation || Holding | | Commanding [[Scornet]] formation || Holding captive Pikmin || No Scornets, with no Pikmin held | ||
|- | |- | ||
! [[Quaggled Mireclops]] | ! [[Quaggled Mireclops]] | ||
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{{clear}} | {{clear}} | ||
{{infobox track | |||
|name=Plasm Wraith defeated | |||
|link=http://downloads.khinsider.com/game-soundtracks/album/pikmin-3/119-plasm-wraith-defeated-captain-olimar-saved-.mp3 | |||
}} | |||
Heard when the Plasm Wraith gives up its inner cube, which reveals Olimar and ends the game. This cutscene begins with one last iteration of the Plasm Wraith's motif in synthesizer and then in horns. It stops on an F midway through the horn iteration however, indicating the immediate end of the boss's threat. This F is sustained in high tremolo violins, and suddenly switched into a B♭ major dominant context as the cube begins to open. The orchestra chimes in with more major harmony and trilling woodwinds and arpeggiating synthesizers, until Olimar is fully revealed with a grand orchestral four-note gesture in the C Lydian mode. The music then cuts, leaving the echo of synthesizers, before the [[#Conclusion cutscene|conclusion]] begins. | |||
===Mid-bosses=== | ===Mid-bosses=== | ||
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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. | |||
{{infobox track | {{infobox track | ||
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|header = y | |header = y | ||
}} | }} | ||
The theme for [[Mission Mode#Levels|Mission Mode stages 1-10]], in both "Collect treasure!" and "Battle enemies!". The bed under which the melody plays is familiarly inspired from the [[Music (Pikmin 2)#Awakening Wood|Awakening Wood]]; the melody itself is a variation and elaboration of the ''Pikmin 2'' motif on penny whistle. The general texture adheres mainly to aerophones: brass and woodwinds, and seems rather thin. But it does not stay this way long before an enemy, task, or treasure mix fades in; in fact, this naked theme, after a few associations, can warn the player that their time is not being used efficiently. At one minute left, this theme's tempo accelerates to exactly 120 bpm, meaning it is synced with the clock (when the clock counts down from 0:10 it will be in time with the music). This synchrony is easily broken using the [[Radar#Go here!|KopPad's Go here! function]], since the music still plays while gameplay is paused. | |||
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|header = y | |header = y | ||
}} | }} | ||
The [[Fortress of Festivity]] has a unique theme. It appears to be the same theme as that of Mission Mode levels 12-15, but with new instrumentation to reflect the holiday theme. Several different bells, handbells, and glockenspiels replace the normal penny whistles and synthesizers that make up the usual theme. | |||
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|header = y | |header = y | ||
}} | }} | ||
Heard in [[Mission Mode#Levels|Mission Mode stages 12-15]], in both "Collect treasure!" and "Battle enemies!". This quaint theme again has penny whistle playing the majority of the melody, which is another variation and elaboration of the ''Pikmin 2'' motif. One important element to note about this theme and its counterpart is the sense of scale that the mood creates. Without consistent bass and with small noises scattered about a very thin texture, the whole mood feels on the small scale of Pikmin and leaders as they traverse the rather recognizable environments of stages 11-15. The small scale and quietude of the piece seem almost ironic, backdropped against the very complex stages. But this theme's simplicity also allows it to stand by, secondary to focal gameplay. | |||
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|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#. | |||
{{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 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 | ||
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|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. | |||
{{clear}} | {{clear}} | ||
{{infobox track | {{infobox track | ||
|name=Bingo Battle 1 ( | |name=Bingo Battle 1 (nature) | ||
|link=https://www.youtube.com/watch?v=drUAVkZ08cY&index=34&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | |link=https://www.youtube.com/watch?v=drUAVkZ08cY&index=34&list=PLz5gUls4mkX8JUFzdNYPyF5Rudaz3rVQk | ||
|header = y | |header = y | ||
}} | }} | ||
Heard in the [[Shaded Terrace]], [[Stagnant Sea]], [[Twisted Cavern]], [[Arid Metropolis]], [[Blooming Terrace]], [[Parched Brook]], [[Buried Pond]], and [[Sandpit Kingdom]]. This quirky theme has a catchy melody in pizzicato violin, rare in the game but appropriate for establishing a sort of "Bingo Battle" motif. The texture resembles a matured [[#Alph's Crash Site|Alph's Crash Site]] theme, but certainly borrows inspiration from [[Music (Pikmin)#The Impact Site|The Impact Site's theme]]. The theme is not very complex and very clean, and it does not build tension for a battle, but rather stands aside for the battle and plays the scenery of the small-scale environment. | |||
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}} | }} | ||
Heard in the [[Rusted Labyrinth]] and [[Corroded Maze]]. This theme has a highly mechanical mood, based on its almost entirely metal percussion and servo-like melodic synthesizer. And yet, the underlying beat is not mechanical, but electronic; its small sounds aid the whole texture sounding small, as with the Mission Mode theme for stages 12-15. The synth bass gives the piece a little more solidity and contrast than the other Bingo Battle themes, and the many different metal percussion sounds keep the piece interesting (there is one unique hit that only plays the beat before the theme loops). | |||
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}} | }} | ||
Heard in the [[Jigsaw Fortress]] and [[Jigsaw Colosseum]]. This piece unmistakably takes inspiration from the [[Music (Pikmin 2)#Toybox 2|"railroad" sublevel theme]] in ''Pikmin 2''. Above the thin electronic beat are synthetic and sampled sound effects that sound like they are played on toys: a party horn and cash register bell can both be heard. The majority of high-register squeaks and bells makes the whole theme seem very small and contained, and the rigid gameplay reflects the perfectly square rigidity of the environment. | |||
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|header = y | |header = y | ||
}} | }} | ||
Heard whenever a player is one item away from a bingo. This is a more intense version of the "nature" Bingo Battle theme, that plays regardless if the stage is nature-themed or not. The theme is certainly meant to sound ridiculous, with bass melodica in bass and rotary organs providing harmony and melody over a polka-esque beat. This will continue to play even if the item needed to win is no longer available; it will only stop if the triggering player's bingo card is [[Bingo Battle#Items|shuffled]]. | |||
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}} | }} | ||
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. | |||
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}} | }} | ||
Heard when one player gets a bingo and the battle ends. Again, this cue and the loop afterwards are entirely synthesized and entirely major, and qualities and high registers of the synthesizers give off a small sense of scale. During the loop, a sine-wave-like synthesizer plays the main melodic motif from the nature-themed stages, now in a 4/4 meter. | |||
{{clear}} | {{clear}} | ||
==Minor jingles== | ==Minor jingles== | ||
These small jingles indicate specific in-game events, but do not interrupt gameplay. Their musical cues give them more character. | |||
;<span id="Obstacle removed">''Obstacle removed''</span>: | |||
Heard when an [[obstacle]], such as a [[gate]] or [[bridge]], is overcome. This jingle is very similar to [[Music (Pikmin 2)#Obstacle removed|the previous game's obstacle jingle]] in that its structure resembles the [[wikipedia:Charge (fanfare)|charge fanfare]]. In this game however, it has a noticeable echo, helping with the feeling of the sound being global. | |||
;<span id="Daytime chimes">''Daytime chimes''</span>: | |||
The [[Day#Sunset|Sun Meter]] makes various noises at quarterly increments throughout any day. At a quarter and three fourths through the day, the Sun Meter will briefly jump with a handbell ringing sound and a church bell chime, to accent the significant amount of time that has passed. At noon, the handbell and a two-note (A and F) chime on church bells play. Close to sunset, the HUD will display the message to gather stray Pikmin, accented by the [[whistle]] sound and church bells playing a chime similar to the ''[[wikipedia:Westminster Quarters|Westminster Quarters]]'' half-hour chime, which in Japanese schools represents the beginning or end of a period. Inside of a cave, all of these chimes slightly modulate in pitch. | |||
;<span id="Pellet Posy flower">''Pellet Posy flower''</span>: | |||
Heard when a [[Pellet Posy]] grows into a flower and pellet. A glockenspiel plays a unique inversion of a C sus 4 chord, no matter the size or color the pellet becomes. This little jingle gives the Pellet Posy more character than being a simple gameplay tool. This jingle can be most easily heard in the [[Distant Tundra]], especially at the moment [[Brittany]] first emerges from the cave containing [[Yellow Pikmin]]. | |||
==Trivia== | ==Trivia== | ||
*If a group of 20 or more Pikmin of one type are idle for long enough, they will begin to sing along with the area theme. | *If a group of 20 or more Pikmin of one type are idle for long enough, they will begin to sing along with the area theme. |
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