Musical Gameplay: Difference between revisions

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{{trope}}
In a video game with '''Musical Gameplay''', the sound effects ''are'' the music. Or at least contribute to the music.
 
In games with a [[Variable Mix]], the background music subtly alters in response to certain events. This can perhaps be considered the ultimate conclusion of that philosophy - every event, from hitting an enemy to taking damage, produces not [[Arcade Sounds|a sharp bleep or a hiss of static]], but a clear musical note, chord or flourish. As the game is played, a rich tapestry of music is created, unique to this particular game session.
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But, Musical Gameplay doesn't occur in what is an otherwise silent void. Usually, there is a simple backbeat playing as a conventional background track, to provide a rhythm and context to the musical sounds.
 
Compare [[Mickey Mousing]], which is a similar idea applied to non-interactive media. See also [[Variable Mix]], in which the sound effects are normal but the background music smoothly changes with the action.
 
{{examples}}
 
== [[Action Adventure]] ==
* ''[[The Legend of Zelda]]: [[The Legend of Zelda: theThe Wind Waker (Video Game)|The Wind Waker]]'' accents Link's sword-strikes with musical notes in time to the score, so that a fierce battle can actually generate its own melody.
** Same goes for ''[[The Legend of Zelda: Skyward Sword]]''.
* The [[Banjo -Kazooie]] series have this. A notable example is in Gruntilda's Lair in the first game, where the instruments used to play the Lair theme fade in and out when you approach the level entrances; Approach the desert world and the xylophone fades out for a snake-charmer's flute, approach the industrial world and you get horns and whistles.
 
== [[Action Game]] ==
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== [[Adventure Game]] ==
* Similarly done in ''[[Chibi-Robo!]]'', as all of Chibi-Robo's motions are punctuated by different musical sounds, including walking, scrubbing floors, and shooting a blaster. An interesting note on the walking: the sounds change depending on what surface the little guy is walking on.
* In ''[[King's Quest VI]]'', when Alexander climbs a cliff, each step is punctuated by two notes with an overall rising pitch, and when he momentarily loses his balance, a teetering little melody plays.
 
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== [[First-Person Shooter]] ==
* In ''[[Left 4 Dead|Left 4 Dead 2]]'' the music changes when certain special infected appear, giving you a chance to adjust your tactics. Unfortunately between the gunfire, sounds of melee weapons and your three other party-members giving tactical updates, these musical changes are very easy to miss. And then there's a tank beating you to death.
 
== [[Platform Game]] ==
* In ''[[De Blob (Video Game)|De Blob]]'', when you paint buildings, the background music gets a brief solo, the instrument depending on what colour you are. For example, paint a building green, and you get a flourish on the piano, but Red might bring out the trumpet.
* ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'' does things similar to the ''Wind Waker'' example above; the game has a normal soundtrack playing at all times (though several levels use [[Variable Mix]]), and every time a coin pops out of a block or a bush, its sound effect will match the backing music in pitch and tempo.
** There's also a galaxy in Galaxy 2 that has platforms that alternate existing and not existing to the beat of the music.
*** Levels like this are also in ''[[Super Mario 3D Land (Video Game)|Super Mario 3D Land]]''.
** There are platforms in both games that toggle between blue and yellow as Mario steps on them. The sound they make is set to match whatever chord the background music is playing at that moment.
* In the first ''[[Sly Cooper]]'' game, the boss fight with Mz Ruby completely revolves around the music. You have to act with the beat of the music to stay alive.
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== [[Rhythm Game]] ==
* The [[Bit .Trip]] series for [[Wii Ware]]. ''Bit.Trip Beat'' and ''Bit.Trip Flux'' are "rhythm [[Pong]]" games, ''Bit.Trip Core'' is "rhythm [[Missile Command]]", ''Bit.Trip Void'' is a "rhythm [[Bullet Hell]]", ''Bit.Trip Runner'' is a "rhythm platformer" and ''Bit.Trip Fate'' is a "rhythm shmup". Oh, and each game is about [[Nintendo Hard|1000 times faster and harder]] than you're thinking. And it's [[Retraux]].
* In ''[[Patapon]]'', you play a rhythm in order to control your very own walking eyeball army who start singing along to your beat. However, if you don't keep the time, the Patapons start getting annoyed with you.
* ''[[Nightmare Before Christmas Oogies Revenge]]'' has remixes of the [[The Nightmare Before Christmas|original's]] songs start playing for certain enemies, like "Kidnap The Sandy Claws" for [[Terrible Trio|Lock, Shock, and Barrel]], "[[Villain Song|Oogie Boogie's Song]]" for [[Big Bad|Oogie]], etc.
* ''Otocky'' has the main character shooting out notes which make sound, depending on the direction they were fired at and the current instrument the player has.
* Any game where you are "making" the music ([[Guitar Hero]], [[Rock Band]], etc) will mute out the music if you stop playing and\or make off-key sounds if you hit the wrong input. [[Beatmania]] goes the extra mile by actually playing the sounds exactly when the button is pressed, so each sound will actually be early or late to the song in line with the player's timing.
 
== [[Role -Playing Game]] ==
* Pretty much the entire point of ''[[Mother 3 (Video Game)|Mother 3]]'''s "Sound Battle" system. Hitting an enemy (or an enemy hitting you) causes small melodies to be spliced into the backing music, and timing your hits right allows you to deal powerful combos.
* ''[[Ar Tonelico 3]]'' has the R.A.H. system, in which your Reyvateils' songs change during battle based on your actions. This has a variety of effects on combat.
* ''[[Pokémon Black and White (Video Game)|Pokémon Black and White]]'' have several areas where certain actions such as walking add music or percussion effects to the BGM.
 
== [[Shoot'Em Up]] ==
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[[Category:Score and Music Tropes]]
[[Category:Video Game Tropes]]
[[Category:Musical Gameplay{{PAGENAME}}]]
[[Category:Trope]]