Musical Spoiler: Difference between revisions
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* In ''[[Law and Order]]'', whenever music starts, you know something extremely plot-relevant is about to happen. To figure out what, just check the clock. Less than 20 minutes in? The plot thickens. Less than 3 minutes left? It's time for the [[Motive Rant]].
** The series also has a piece of music that is almost exclusively used when someone important to the case has committed suicide (or been murdered).
* In the ''[[
* Done all the time in the Dutch detective show ''[[Baantjer]]'', to the extent that you can pay attention only when the "suspect is saying something important" music is playing and still get all the details on whodunit.
* In ''[[Firefly]]'', You could always tell when the [[The Dreaded|Reavers]] were going to show up by the bass-heavy, metallic-sounding music that played along with their arrival. Best heard at around 2:35 [http://www.youtube.com/watch?v=5PxOrIXDgX8&feature=related here.]
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** Also played for laughs. Near the end of one case ({{spoiler|1-3}}), {{spoiler|Edgeworth senses the witness on the stand is the guilty party, prompting him to take the first steps toward his [[Heel Face Turn]]. He shouts, "[[Catch Phrase|OBJECTION!]]" and the epic music starts playing. The Judge questions him on his objection, and the epic music dies, as Edgey responds [[That Was Objectionable|he didn't have a reason.]] After a beat, OBJECTION! *cue epic music* Edgeworth has something now.}}
** {{spoiler|Also subverted for the [[Grand Finale]] in Trials & Tribulations. Even if you pick the right selection to implicate Godot, the music continues, to trick you. Godot's initial rseponse is the same for success or failure}}
** In [[Ace Attorney Investigations]], when Confrontation: Presto plays, you know whoever you're cross-examining is the killer. The [[No Export for You|second game]] subverts this. It still signifies a [[Wham! Episode]], but that doesn't necissarily mean you're cross-examining the killer.
* In ''[[Castlevania Symphony of the Night]]'', you know you've walked into a boss room (it doesn't have [[Foreboding Architecture|special doors]] like later installments) when the music stops.
** It doesn't happen for the boss in the Long Library, though.
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* In the third ''[[Prince of Persia]]'' game the music changes whenever you're close to an enemy, even when you can't see them. This is actually rather helpful, but pushes the [[Willing Suspension of Disbelief]] just a bit further than usual.
** In ''Prince of Persia 2'', however, you hear a menacing chord every time you drink a potion--even if it's a life-extending or healing potion. Someone didn't think that one completely through.
* The 3D ''Zelda'' games all replace the normal music with a combat theme when an enemy is near. In addition, ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'' also had a special remix of the Hyrule Field overworld theme that plays whenever you've exposed an enemy weakpoint, and is generally your cue to commence button mashing (or Wiimote waggling) to get in as many sword-hits as possible before the boss recovers.
** In addition, in ''[[The Legend of Zelda Phantom Hourglass (Video Game)|The Legend of Zelda Phantom Hourglass]]'', the easy way to tell if you're being chased by the Phantoms in Temple of the Ocean King (other than the giant "I HAVE YOU NOW" or whatever across the bottom of the screen) is by listening to the music changes. When the ominous music goes away, you know they've stopped chasing you.
** Boss battle themes don't usually spoil since they only start after the enemy has been "introduced" to you. However, the music ''stops'' when you first enter a boss room, and the series isn't known to throw you into unexpected boss battles. Also, the boss music itself usually stops once you've landed the final hit on the boss, signifying that you've beaten it (though the fact that the game also switches to a cutscene of the boss dying can be a spoiler before even that).
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[[Category:Video Game Tropes]]
[[Category:Musical Spoiler]]
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