Musical Spoiler: Difference between revisions

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* If the fight music is still playing, you haven't eliminated a threat entirely yet.
* If the fight music is still playing, you haven't eliminated a threat entirely yet.


If the protagonist(s) enters a new area/room with seemingly no action going on and the music [[Ominous Pipe Organ|turns eerie]] or [[It's Quiet... Too Quiet|abruptly ''stops'']], then you know [[Oh Crap|they're in trouble]] -- unless, of course, it stops via [[Record Needle Scratch]] or sounds like someone is [[Letting the Air Out of The Band]], in which case it's time for a little comic relief.
If the protagonist(s) enters a new area/room with seemingly no action going on and the music [[Ominous Pipe Organ|turns eerie]] or [[It's Quiet... Too Quiet|abruptly ''stops'']], then you know [[Oh Crap|they're in trouble]] -- unless, of course, it stops via [[Record Needle Scratch]] or sounds like someone is [[Letting the Air Out of the Band]], in which case it's time for a little comic relief.


Occasionally [[Lampshade Hanging|lampshaded]], often by crossing over with [[Sorry I Left the BGM On]], or by simply [[No Fourth Wall|breaking the fourth wall]] as in the page quote. A [[Theme Music Power-Up]] is when the music indicates a character is about to do something utterly awesome.
Occasionally [[Lampshade Hanging|lampshaded]], often by crossing over with [[Sorry I Left the BGM On]], or by simply [[No Fourth Wall|breaking the fourth wall]] as in the page quote. A [[Theme Music Power-Up]] is when the music indicates a character is about to do something utterly awesome.
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== Anime ==
== Anime ==


* In both series of ''[[Yu-Gi-Oh]]'', the music will tell you whether that apparently game-winning combo is actually going to finish the duel -- if so, the music swells. If not, it sticks with the standard BGM. Works better in the original Japanese.
* In both series of ''[[Yu-Gi-Oh!]]'', the music will tell you whether that apparently game-winning combo is actually going to finish the duel -- if so, the music swells. If not, it sticks with the standard BGM. Works better in the original Japanese.
** Every once in a while it's subverted, though, and the [[The Day the Music Lied|music is cut out suddenly as the duel isn't finished after all]]. Very rare, however.
** Every once in a while it's subverted, though, and the [[The Day the Music Lied|music is cut out suddenly as the duel isn't finished after all]]. Very rare, however.
* In ''[[Sailor Moon]]'', the title character's attacks had their own background music. Occasionally she started her attack but the 'tense' or 'battle' music would continue, which was a sure sign the attack would fail (either because it was [[So Last Season]] or to show the enemy she was facing was not just any random monster of the day.)
* In ''[[Sailor Moon]]'', the title character's attacks had their own background music. Occasionally she started her attack but the 'tense' or 'battle' music would continue, which was a sure sign the attack would fail (either because it was [[So Last Season]] or to show the enemy she was facing was not just any random monster of the day.)
* In the ''[[Ghost in The Shell Stand Alone Complex|Ghost In The Shell: Stand Alone Complex]]'' episode "Trial", the instrumental intro of I Can't be Cool is played over a speech by Togusa. I Can't be Cool is usually played when {{spoiler|The Major is hacking. Later in the episode it's revealed that she hacked Togusa's brain to deliver that speech.}}
* In the ''[[Ghost in the Shell: Stand Alone Complex]]'' episode "Trial", the instrumental intro of I Can't be Cool is played over a speech by Togusa. I Can't be Cool is usually played when {{spoiler|The Major is hacking. Later in the episode it's revealed that she hacked Togusa's brain to deliver that speech.}}
* The first [[Fullmetal Alchemist]] anime contains a subtle one. Near the end of the series, when Lyra is leading Rose to a church, Dante's motif begins to play. {{spoiler|This is because Dante has already taken over Lyra's body. This is revealed in the dialog not too long afterward, but this hint helps piece it together earlier.}}
* The first [[Fullmetal Alchemist]] anime contains a subtle one. Near the end of the series, when Lyra is leading Rose to a church, Dante's motif begins to play. {{spoiler|This is because Dante has already taken over Lyra's body. This is revealed in the dialog not too long afterward, but this hint helps piece it together earlier.}}
* In the Digimon series, if a digievolution is runing, but there's no music at all (or, sometimes, the regular fight or ambient track that was playing before), you can be sure the transformation will not be finished or turn to be a [[Deadly Upgrade|dark form instead of the regular one]]. Played more straight in the [[Digimon Adventure|Adventure]] and [[Digimon Adventure 02|Adventure 02]], when there's less soundtrack options than the sequels.
* In the Digimon series, if a digievolution is runing, but there's no music at all (or, sometimes, the regular fight or ambient track that was playing before), you can be sure the transformation will not be finished or turn to be a [[Deadly Upgrade|dark form instead of the regular one]]. Played more straight in the [[Digimon Adventure|Adventure]] and [[Digimon Adventure 02|Adventure 02]], when there's less soundtrack options than the sequels.
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== Film ==
== Film ==


* Another non-game example: it's not very obvious, but [[Bernard Herrmann]] uses a leitmotif for [[It Was His Sled|"the big secret"]] in ''[[Citizen Kane (Film)|Citizen Kane]]'' that TOTALLY SPOILS said secret within, like, the first twenty minutes of the movie.
* Another non-game example: it's not very obvious, but [[Bernard Herrmann]] uses a leitmotif for [[It Was His Sled|"the big secret"]] in ''[[Citizen Kane]]'' that TOTALLY SPOILS said secret within, like, the first twenty minutes of the movie.
* Done straight and subverted in ''[[Jaws (Film)|Jaws]]''. Every time the real shark appears, its classic theme plays; notably, it doesn't when the fake shark appears. Subverted in the second half of the movie, which plays the theme a few times as a red herring, and withholds the theme before the shark first encounters the ''Orca''.
* Done straight and subverted in ''[[Jaws (film)|Jaws]]''. Every time the real shark appears, its classic theme plays; notably, it doesn't when the fake shark appears. Subverted in the second half of the movie, which plays the theme a few times as a red herring, and withholds the theme before the shark first encounters the ''Orca''.
* In ''[[Twelve Monkeys]]'', the "12 Monkeys" [[Leitmotif]] (a bandoneon song played by Astor Piazolla) plays during one of Brad Pitt's rants; this is the first clue that he's a member of The 12 Monkeys.
* In ''[[12 Monkeys]]'', the "12 Monkeys" [[Leitmotif]] (a bandoneon song played by Astor Piazolla) plays during one of Brad Pitt's rants; this is the first clue that he's a member of The 12 Monkeys.


== Live Action TV ==
== Live Action TV ==
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== Tabletop Games ==
== Tabletop Games ==


* In the tabletop RPG ''[[In Nomine (Tabletop Game)|In Nomine]]'', followers of Nybbas, the Demon Prince of Mass Media, can gain the supernatural ability to hear background music. Changes in the background music can warn them of danger.
* In the tabletop RPG ''[[In Nomine]]'', followers of Nybbas, the Demon Prince of Mass Media, can gain the supernatural ability to hear background music. Changes in the background music can warn them of danger.


== Video Games ==
== Video Games ==


* If the music in ''[[Halo]]'' makes you think "How did they MAKE those sounds?!" then load your shot gun and bare your Energy Sword, you're about to be [[Incredibly Lame Pun|Flooded]].
* If the music in ''[[Halo]]'' makes you think "How did they MAKE those sounds?!" then load your shot gun and bare your Energy Sword, you're about to be [[Incredibly Lame Pun|Flooded]].
* In ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'', you know when Lucca, Frog, Robo, or Ayla is about to do something cool because their [[Leitmotif]] starts playing.
* In ''[[Chrono Trigger]]'', you know when Lucca, Frog, Robo, or Ayla is about to do something cool because their [[Leitmotif]] starts playing.
** Although in his first appearance (a [[Big Damn Heroes]] moment), Frog uses Lucca's [[Leitmotif]].
** Although in his first appearance (a [[Big Damn Heroes]] moment), Frog uses Lucca's [[Leitmotif]].
*** Poor Lucca's theme is so awesome that the developers simply stole it from her. It serves as a general victory or something-awesome theme, especially in [[Chrono Cross (Video Game)|Chrono Cross]].
*** Poor Lucca's theme is so awesome that the developers simply stole it from her. It serves as a general victory or something-awesome theme, especially in [[Chrono Cross]].
** If you listen to Schala's theme the first few notes {{spoiler|are the same as those from Magus's battle music.}}
** If you listen to Schala's theme the first few notes {{spoiler|are the same as those from Magus's battle music.}}
** How do you know that the Undersea Palace is important to the plot? Plenty of Mook battles, [[BGM Override|but no battle music.]] The Palace's [[Crowning Music of Awesome|background theme]] plays throughout.
** How do you know that the Undersea Palace is important to the plot? Plenty of Mook battles, [[BGM Override|but no battle music.]] The Palace's [[Crowning Music of Awesome|background theme]] plays throughout.
* In ''[[Phoenix Wright Ace Attorney]]'' and its series, if you make a correct "Objection!", the music stops. If the music continues, you know you messed up even before the judge yells at you and takes away part of your [[Life Meter]].
* In ''[[Phoenix Wright: Ace Attorney]]'' and its series, if you make a correct "Objection!", the music stops. If the music continues, you know you messed up even before the judge yells at you and takes away part of your [[Life Meter]].
** 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.}}
** 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}}
** {{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 [[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.
* 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.
** It doesn't happen for the boss in the Long Library, though.
* In ''[[Final Fantasy IX]]'', the intro to the "[[Fairy Battle]]" theme is meant to sound just like the intro for a standard battle, probably to avoid the [[Musical Spoiler]] -- but the instruments are different enough that if you're paying even a bit of attention, you can tell the difference.
* In ''[[Final Fantasy IX]]'', the intro to the "[[Fairy Battle]]" theme is meant to sound just like the intro for a standard battle, probably to avoid the [[Musical Spoiler]] -- but the instruments are different enough that if you're paying even a bit of attention, you can tell the difference.
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* Akitoshi Kawazu has a lot of fun playing with this trope in his work for Square:
* Akitoshi Kawazu has a lot of fun playing with this trope in his work for Square:
** In ''[[SaGa]] II'' (''[[Final Fantasy Legend]] II'' in the U.S.), the heroes are spying on a secret meeting between several villains. As soon as the villains spill the beans on their nefarious underworld dealings and the Heroic Tune fires up. The villains all start looking around, asking "Where's that music coming from?!", then you bust in on them.
** In ''[[SaGa]] II'' (''[[Final Fantasy Legend]] II'' in the U.S.), the heroes are spying on a secret meeting between several villains. As soon as the villains spill the beans on their nefarious underworld dealings and the Heroic Tune fires up. The villains all start looking around, asking "Where's that music coming from?!", then you bust in on them.
** In ''[[Final Fantasy Crystal Chronicles Echoes of Time (Video Game)|Final Fantasy Crystal Chronicles Echoes of Time]]'', the party reaches the end of a library-themed dungeon and runs into a spacious arena-style gallery as the boss fight music strikes up, then peters out as the heroes look around and no boss monster is evident. {{spoiler|Then one of the bookcases grows teeth and claws, and the boss battle music kicks in for real as it attacks.}}
** In ''[[Final Fantasy Crystal Chronicles: Echoes of Time|Final Fantasy Crystal Chronicles Echoes of Time]]'', the party reaches the end of a library-themed dungeon and runs into a spacious arena-style gallery as the boss fight music strikes up, then peters out as the heroes look around and no boss monster is evident. {{spoiler|Then one of the bookcases grows teeth and claws, and the boss battle music kicks in for real as it attacks.}}
* Similarly, in ''[[Dragon Quest IV (Video Game)|Dragon Quest IV]]'', Chapter 3, Taloon will sometimes run into traveling merchants. Since these traveling merchants are accompanied by the town theme instead of the standard battle theme, you can tell [[Fairy Battle|you're OK]] as soon as the music starts.
* Similarly, in ''[[Dragon Quest IV]]'', Chapter 3, Taloon will sometimes run into traveling merchants. Since these traveling merchants are accompanied by the town theme instead of the standard battle theme, you can tell [[Fairy Battle|you're OK]] as soon as the music starts.
* Lampshaded in ''[[Final Fantasy Mystic Quest]]''. Every time Tristam is about to make an appearance, his [[Leitmotif]] plays, and the main character reacts in surprise and starts looking around for him.
* Lampshaded in ''[[Final Fantasy Mystic Quest]]''. Every time Tristam is about to make an appearance, his [[Leitmotif]] plays, and the main character reacts in surprise and starts looking around for him.
* At one point in ''[[Metal Gear Solid]]'', your comrades actually advise you to listen to the volume of the background music in order to judge whether a helicopter is near you or not.
* At one point in ''[[Metal Gear Solid]]'', your comrades actually advise you to listen to the volume of the background music in order to judge whether a helicopter is near you or not.
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* In ''[[Banjo-Kazooie|Banjo-Tooie]]'', an ominous theme (aptly named "There Comes Trouble...") always starts playing when the duo is about to face a [[Boss Battle]]. Eventually, upon entering a curiously empty room, Kazooie [[Lampshade Hanging|points this out]] by declaring: "[[Medium Awareness|The music's changed]]. Every time that happens we always end up in a fight," before, oddly enough, fighting the [[Goldfish Poop Gang]] for the third time.
* In ''[[Banjo-Kazooie|Banjo-Tooie]]'', an ominous theme (aptly named "There Comes Trouble...") always starts playing when the duo is about to face a [[Boss Battle]]. Eventually, upon entering a curiously empty room, Kazooie [[Lampshade Hanging|points this out]] by declaring: "[[Medium Awareness|The music's changed]]. Every time that happens we always end up in a fight," before, oddly enough, fighting the [[Goldfish Poop Gang]] for the third time.
** Subverted in the same game, in Terrydactyland. Considering the number of massive dinosaurs about, it helps add to the grandeur of the area, but it's still bizarre. An area obstacle (to be fair, an irritatingly difficult one) gets [[Boss Subtitles|the ominous theme and boss description]] ('''Triassic Steamroller'''). A minigame gets the ominous theme and boss description ('''Stomach-Cramped Carnivore'''). A completely harmless NPC gets the ominous th... no, no theme, but he still gets a description ('''Seeker of Beverages'''). Even the actual boss of the area becomes a friendly NPC after his defeat.
** Subverted in the same game, in Terrydactyland. Considering the number of massive dinosaurs about, it helps add to the grandeur of the area, but it's still bizarre. An area obstacle (to be fair, an irritatingly difficult one) gets [[Boss Subtitles|the ominous theme and boss description]] ('''Triassic Steamroller'''). A minigame gets the ominous theme and boss description ('''Stomach-Cramped Carnivore'''). A completely harmless NPC gets the ominous th... no, no theme, but he still gets a description ('''Seeker of Beverages'''). Even the actual boss of the area becomes a friendly NPC after his defeat.
* [[Egregious]] in ''[[Deus Ex (Video Game)|Deus Ex]]'', where the music is the best way of knowing if you are detected by the enemy.
* [[Egregious]] in ''[[Deus Ex]]'', where the music is the best way of knowing if you are detected by the enemy.
* Also ''[[Splinter Cell]]'', the best way to know if you've been seen is if the music suddenly starts. Being a stealth game, the music is usually off. Also - not sure if you've killed everyone after being seen? Listen to the music. Especially in the first game, it'll start winding down the moment you're in the clear.
* Also ''[[Splinter Cell]]'', the best way to know if you've been seen is if the music suddenly starts. Being a stealth game, the music is usually off. Also - not sure if you've killed everyone after being seen? Listen to the music. Especially in the first game, it'll start winding down the moment you're in the clear.
* In [[Painkiller]], you know when enemies are about to attack because the heavy metal soundtrack will kick on, and you know you've defeated all the enemies in the current area when the music fades away.
* In [[Painkiller]], you know when enemies are about to attack because the heavy metal soundtrack will kick on, and you know you've defeated all the enemies in the current area when the music fades away.
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** Vanitas' Battle Theme has bits of both {{spoiler|Roxas}} and {{spoiler|Sora's}} music in it.
** Vanitas' Battle Theme has bits of both {{spoiler|Roxas}} and {{spoiler|Sora's}} music in it.
* The music in ''Donkey Kong Jungle Beat'' changes constantly to indicate the presence of different enemies, enemy vulnerability windows, combos, combo breaks and boss-damaging flurries.
* The music in ''Donkey Kong Jungle Beat'' changes constantly to indicate the presence of different enemies, enemy vulnerability windows, combos, combo breaks and boss-damaging flurries.
* In ''[[Dragon Quest VIII (Video Game)|Dragon Quest VIII]]'', if you successfully flee from a battle, your first indication is that the music stops.
* In ''[[Dragon Quest VIII]]'', if you successfully flee from a battle, your first indication is that the music stops.
* 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 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.
** 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.
* 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|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.
** In addition, in ''[[The Legend of Zelda: Phantom Hourglass|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).
** 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).
*** Even the very first ''[[The Legend of Zelda (Video Game)|The Legend of Zelda]]'', which didn't use boss music, warned you when you were approaching boss territory. If any of the adjacent rooms held the Dungeons boss there would be "roaring" sounds every few seconds. Though some boss like monsters would make those sounds while onscreen anyway.
*** Even the very first ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', which didn't use boss music, warned you when you were approaching boss territory. If any of the adjacent rooms held the Dungeons boss there would be "roaring" sounds every few seconds. Though some boss like monsters would make those sounds while onscreen anyway.
** In ''[[The Legend of Zelda: Skyward Sword (Video Game)|The Legend of Zelda Skyward Sword]]'', the melody of the Goddess' Song, the game's main theme, is Zelda's Lullaby played backwards, foreshadowing the fact that {{spoiler|Zelda ''is'' the Goddess}}.
** In ''[[The Legend of Zelda: Skyward Sword|The Legend of Zelda Skyward Sword]]'', the melody of the Goddess' Song, the game's main theme, is Zelda's Lullaby played backwards, foreshadowing the fact that {{spoiler|Zelda ''is'' the Goddess}}.
* There's a severe difference in style between the normal background music and the fight music in ''[[Devil May Cry]]''. Thus, if you enter an area and the music abruptly shifts gears, get your sword out. This is especially true for the third game, where the fight music has ''vocals''.
* There's a severe difference in style between the normal background music and the fight music in ''[[Devil May Cry]]''. Thus, if you enter an area and the music abruptly shifts gears, get your sword out. This is especially true for the third game, where the fight music has ''vocals''.
* Occasionally, when you kill an enemy in ''[[God Hand]]'', their soul becomes a demon and attacks you. You'll know it when it happens, even if the enemy is offscreen, because the music suddenly switches to a distinctive guitar sequence (or, if one of the horribly powerful Four-Armed Demons arrives, an orchestra).
* Occasionally, when you kill an enemy in ''[[God Hand]]'', their soul becomes a demon and attacks you. You'll know it when it happens, even if the enemy is offscreen, because the music suddenly switches to a distinctive guitar sequence (or, if one of the horribly powerful Four-Armed Demons arrives, an orchestra).
* In ''[[Tales of Symphonia (Video Game)|Tales of Symphonia]]'', if it wasn't obvious that the thing you went to the Latheon Gorge to get has a boss guarding it by genre alone, the music stops when the enter the room.
* In ''[[Tales of Symphonia]]'', if it wasn't obvious that the thing you went to the Latheon Gorge to get has a boss guarding it by genre alone, the music stops when the enter the room.
* In ''[[Cave Story (Video Game)|Cave Story]]'', {{spoiler|it is immediately obvious when the fight with [[Perfect Run Final Boss]] Ballos begins that the form you start out fighting won't be the only form, as the music then playing is the miniboss or minor boss theme.}}
* In ''[[Cave Story]]'', {{spoiler|it is immediately obvious when the fight with [[Perfect Run Final Boss]] Ballos begins that the form you start out fighting won't be the only form, as the music then playing is the miniboss or minor boss theme.}}
** Even before that, you can be certain that {{spoiler|the Doctor isn't the final boss}} because of the music.
** Even before that, you can be certain that {{spoiler|the Doctor isn't the final boss}} because of the music.
** An earlier boss battle subverts it. The player activates a robot which attempts to destroy him, and in the robot's dialogue the standard boss music starts playing. Then the music is suddenly cut off as [[Bait and Switch Boss|Balrog steps on the robot.]]
** An earlier boss battle subverts it. The player activates a robot which attempts to destroy him, and in the robot's dialogue the standard boss music starts playing. Then the music is suddenly cut off as [[Bait and Switch Boss|Balrog steps on the robot.]]
* The ''[[Sonic Advance Trilogy]]'' has the "Boss Pinch". When a boss hits critical HP, the music suddenly changes to reflect it. The first games featured a total different tune for the Boss Pinch but in the third game, it's actually an [[Songs In The Key On Panic|awesomely frantic remix]] of the regular boss theme.
* The ''[[Sonic Advance Trilogy]]'' has the "Boss Pinch". When a boss hits critical HP, the music suddenly changes to reflect it. The first games featured a total different tune for the Boss Pinch but in the third game, it's actually an [[Songs In The Key On Panic|awesomely frantic remix]] of the regular boss theme.
** The same thing happens in ''[[Bomberman (Video Game)|Bomberman]] Generation''. The music switches to a variation of the Standard (Multiplayer) Battle theme when a boss is in critical condition.
** The same thing happens in ''[[Bomberman]] Generation''. The music switches to a variation of the Standard (Multiplayer) Battle theme when a boss is in critical condition.
* ''[[Sonic Generations (Video Game)|Sonic Generations]]'', if you know your Sonic music. While standing outside a stage / boss, a medley will play. If you can correctly guess where the medley comes from, then you have an idea of what to expect.
* ''[[Sonic Generations]]'', if you know your Sonic music. While standing outside a stage / boss, a medley will play. If you can correctly guess where the medley comes from, then you have an idea of what to expect.
** Averted for the last two bosses. The sixth boss plays a remix of E.G.G.M.A.N. from Sonic Adventure 2 {{spoiler|it's actually the Egg Dragoon from Sonic Unleashed}}, and the final boss plays no music at all.
** Averted for the last two bosses. The sixth boss plays a remix of E.G.G.M.A.N. from Sonic Adventure 2 {{spoiler|it's actually the Egg Dragoon from Sonic Unleashed}}, and the final boss plays no music at all.
* ''[[Planescape Torment]]'' uses this occasionally, especially in [[The Very Definitely Final Dungeon]]. A few seconds into the area's music {{spoiler|Deionarra's theme can be heard, and sure enough walking a few steps you meet her again}}.
* ''[[Planescape: Torment]]'' uses this occasionally, especially in [[The Very Definitely Final Dungeon]]. A few seconds into the area's music {{spoiler|Deionarra's theme can be heard, and sure enough walking a few steps you meet her again}}.
* As you enter the roof of the Temple of the Ancients, in ''[[Knights of the Old Republic (Video Game)|Knights of the Old Republic]]'', {{spoiler|Bastila}}'s theme music plays. It's not very long before you meet the person in question.
* As you enter the roof of the Temple of the Ancients, in ''[[Knights of the Old Republic (video game)|Knights of the Old Republic]]'', {{spoiler|Bastila}}'s theme music plays. It's not very long before you meet the person in question.
** Then, of course, there's the fact that Darth Revan's theme music plays {{spoiler|[[It Was His Sled|at character creation]].}}
** Then, of course, there's the fact that Darth Revan's theme music plays {{spoiler|[[It Was His Sled|at character creation]].}}
** Ah, but remember: at that point of the game - the first time through, of course) - ''Revan's theme hasn't played yet'' (well, not in actual relation to Revan).
** Ah, but remember: at that point of the game - the first time through, of course) - ''Revan's theme hasn't played yet'' (well, not in actual relation to Revan).
* ''[[Parasite Eve]]'' does this fairly often; when a boss is in the next room or a major event has happened, the music will stop. Also occurs during the [[Bonus Dungeon]] when you arrive in a very large room where a boss would be.
* ''[[Parasite Eve]]'' does this fairly often; when a boss is in the next room or a major event has happened, the music will stop. Also occurs during the [[Bonus Dungeon]] when you arrive in a very large room where a boss would be.
* Hostile [[NPC|NPCs]] (and animals) in ''[[Gothic]]'' tend to chase the player if he tries to flee from a fight. It's possible to tell when they've given up the chase without having to turn and look, because the dramatic music stops playing.
* Hostile [[NPC|NPCs]] (and animals) in ''[[Gothic]]'' tend to chase the player if he tries to flee from a fight. It's possible to tell when they've given up the chase without having to turn and look, because the dramatic music stops playing.
* You can tell how close you are to winning or losing a boss fight (on foot) in ''[[Skies of Arcadia (Video Game)|Skies of Arcadia]]'' by how panicked or triumphant the music sounds.
* You can tell how close you are to winning or losing a boss fight (on foot) in ''[[Skies of Arcadia]]'' by how panicked or triumphant the music sounds.
* ''Morrowind'' and ''Oblivion'', in ''[[The Elder Scrolls]]'' series, switch to battle music whenever you initiate combat and whenever an enemy starts chasing you -- regardless of whether you've spotted the enemy.
* ''Morrowind'' and ''Oblivion'', in ''[[The Elder Scrolls]]'' series, switch to battle music whenever you initiate combat and whenever an enemy starts chasing you -- regardless of whether you've spotted the enemy.
** Same thing in ''[[Fallout]] 3'', which is also by Bethesda.
** Same thing in ''[[Fallout]] 3'', which is also by Bethesda.
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** Here are the [http://www.youtube.com/watch?v=Ow1uKuTxpnA Witch] and [http://www.youtube.com/watch?v=WhiGnj7QX2A Tank] themes. If you hear them in gameplay, you know that you're in for a near-death experience.
** Here are the [http://www.youtube.com/watch?v=Ow1uKuTxpnA Witch] and [http://www.youtube.com/watch?v=WhiGnj7QX2A Tank] themes. If you hear them in gameplay, you know that you're in for a near-death experience.
* The freeware PC game ''Survival Crisis Z'' varies the number of instruments used for its background music based on the number and type of enemies near the player, ranging from a simple bass beat to an almost-overwhelming cacophony of industrial, glass, and synthetic noise. Given that zombies can randomly appear ''en masse'' just by entering and leaving buildings, it's not at all uncommon to walk through a door and instantly know you're in trouble by virtue of several additional instruments kicking in.
* The freeware PC game ''Survival Crisis Z'' varies the number of instruments used for its background music based on the number and type of enemies near the player, ranging from a simple bass beat to an almost-overwhelming cacophony of industrial, glass, and synthetic noise. Given that zombies can randomly appear ''en masse'' just by entering and leaving buildings, it's not at all uncommon to walk through a door and instantly know you're in trouble by virtue of several additional instruments kicking in.
* ''[[Wonder Boy in Monster World (Video Game)|Wonder Boy in Monster World]]'' was an exception to the boss rule: even the second stage of the final boss used one of the stock boss tracks, with original music only coming in for the end credits.
* ''[[Wonder Boy in Monster World]]'' was an exception to the boss rule: even the second stage of the final boss used one of the stock boss tracks, with original music only coming in for the end credits.
* [[Uncharted Drakes Fortune]] plays scarier action music when you go into fights. Since bad guys come in waves and sometimes hide in weird places, you can occasionally lose track of one or two enemies. Thankfully the music doesn't change back to the ambient sound effects until you've killed them all, so you know to use caution going around corners and such.
* [[Uncharted Drakes Fortune]] plays scarier action music when you go into fights. Since bad guys come in waves and sometimes hide in weird places, you can occasionally lose track of one or two enemies. Thankfully the music doesn't change back to the ambient sound effects until you've killed them all, so you know to use caution going around corners and such.
* ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'' has an example heard in a few cases, there's a certain ominous theme appropriately titled "Danger Ahead" in the small section of the level before a boss battle, as can be seen when on the UFO before fighting Topmaniac, the small section of level before Tarantox and before the first King Kaliente battle (although really, it's kinda ironic the only bosses this happens for are those that don't need the warning because they're generally easy). Similarly, there's a kind of dead obvious giveaway of the boss battle about to start in Bowser Jr's reactor levels, in that his theme tune starts just before the boss starts attacking (and Bowser Jr himself will fly in and taunt you.)
* ''[[Super Mario Galaxy]]'' has an example heard in a few cases, there's a certain ominous theme appropriately titled "Danger Ahead" in the small section of the level before a boss battle, as can be seen when on the UFO before fighting Topmaniac, the small section of level before Tarantox and before the first King Kaliente battle (although really, it's kinda ironic the only bosses this happens for are those that don't need the warning because they're generally easy). Similarly, there's a kind of dead obvious giveaway of the boss battle about to start in Bowser Jr's reactor levels, in that his theme tune starts just before the boss starts attacking (and Bowser Jr himself will fly in and taunt you.)
** [[Super Mario Galaxy (Video Game)|Super Mario Galaxy]] and its sequel also use a method similar to [[Twilight Princess]], in that during the fights with Bowser, [[Ominous Latin Chanting]] will be added to the music when he's vulnerable to attack.
** [[Super Mario Galaxy]] and its sequel also use a method similar to [[Twilight Princess]], in that during the fights with Bowser, [[Ominous Latin Chanting]] will be added to the music when he's vulnerable to attack.
** ''Galaxy'' subverts this with Bowser Jr's appearance in the final level, where at first it looks like you're going to fight him before actually fighting Bowser for the last time, [[Bait and Switch Boss|but it turns out that you actually fight Bowser directly instead.]] Although he does rain meteors down on the stairway.
** ''Galaxy'' subverts this with Bowser Jr's appearance in the final level, where at first it looks like you're going to fight him before actually fighting Bowser for the last time, [[Bait and Switch Boss|but it turns out that you actually fight Bowser directly instead.]] Although he does rain meteors down on the stairway.
** "Danger Ahead" was remixed in ''[[Super Mario Galaxy 2]]'', but [[Wasted Song|it only played in Bowser Jr's Boom Bunker]]<ref>Which is a pretty ominous level in itself, featuring the wreckage of [[Humongous Mecha|Mega]][[Drop the Hammer|hammer]], a castle with prison-style spotlights, a planet consisting of little more than a slew of spinning platforms and a [[Unrealistic Black Hole|black hole]], a subspace swamp, and the sun as a massive fireball looming in the background</ref>.
** "Danger Ahead" was remixed in ''[[Super Mario Galaxy 2]]'', but [[Wasted Song|it only played in Bowser Jr's Boom Bunker]]<ref>Which is a pretty ominous level in itself, featuring the wreckage of [[Humongous Mecha|Mega]][[Drop the Hammer|hammer]], a castle with prison-style spotlights, a planet consisting of little more than a slew of spinning platforms and a [[Unrealistic Black Hole|black hole]], a subspace swamp, and the sun as a massive fireball looming in the background</ref>.
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** ''Aliens vs. Predator'' (2010) followed the example of its 1999 predecessor, leaving the score mostly unaltered except for certain scripted events. Arguably less effective, however, as the 1999 game used silence to emulate the score of ''Alien'' as described above, making it one of the ''creepiest games to date'', matching the likes of [[Silent Hill]].
** ''Aliens vs. Predator'' (2010) followed the example of its 1999 predecessor, leaving the score mostly unaltered except for certain scripted events. Arguably less effective, however, as the 1999 game used silence to emulate the score of ''Alien'' as described above, making it one of the ''creepiest games to date'', matching the likes of [[Silent Hill]].
* Averted in ''Dual Orb II''... for the simple reason that the developers didn't bother to make more than one battle theme for the entire game. Even the final battle uses the standard music.
* Averted in ''Dual Orb II''... for the simple reason that the developers didn't bother to make more than one battle theme for the entire game. Even the final battle uses the standard music.
* In ''[[ICO (Video Game)|ICO]]'', the music is your first warning that the shadow-wraiths are approaching, or that some are still lurking nearby even if you can't see them.
* In ''[[Ico]]'', the music is your first warning that the shadow-wraiths are approaching, or that some are still lurking nearby even if you can't see them.
* In ''[[Earthbound (Video Game)|Earthbound]]'', you know a visit to the Threed Sunset Hotel is about to go very, very wrong when the usual hotel theme is distorted into an eerie parody of itself.
* In ''[[Earthbound]]'', you know a visit to the Threed Sunset Hotel is about to go very, very wrong when the usual hotel theme is distorted into an eerie parody of itself.
* The music in ''[[Syndicate (Video Game)|Syndicate]]'' shifts to a much more tense and fast-paced theme when an enemy cyborg is nearby. The manual advises the player to use the music as an early warning system for imminent combat.
* The music in ''[[Syndicate]]'' shifts to a much more tense and fast-paced theme when an enemy cyborg is nearby. The manual advises the player to use the music as an early warning system for imminent combat.
* In ''Call of Duty: [[Modern Warfare]] 2'', a deep note followed by ominous music means a Juggernaut is after you. Be ''very'' afraid.
* In ''Call of Duty: [[Modern Warfare]] 2'', a deep note followed by ominous music means a Juggernaut is after you. Be ''very'' afraid.
* Because ''[[Tomb Raider]]'' games tend to have ambient soundtracks for levels, musical cues become key means of distinguishing when a trap, puzzle, or hazard is nearby. And the more dramatic the cue, the more imminent the danger is (sometimes you will only have seconds to live unless you react quickly).
* Because ''[[Tomb Raider]]'' games tend to have ambient soundtracks for levels, musical cues become key means of distinguishing when a trap, puzzle, or hazard is nearby. And the more dramatic the cue, the more imminent the danger is (sometimes you will only have seconds to live unless you react quickly).
* ''[[Dead Space (Franchise)|Dead Space.]]'' It's not over until the music goes away. This makes it rather disorienting to fight in a vacuum, where the battle music is typically absent.
* ''[[Dead Space (series)|Dead Space.]]'' It's not over until the music goes away. This makes it rather disorienting to fight in a vacuum, where the battle music is typically absent.
* In ''[[Metroid]] Fusion'' you can often tell that you're nearing a boss battle when a certain piece of ominous music plays. The soundtrack is non-apologetic about this, calling itself "Tension Before a Confrontation".
* In ''[[Metroid]] Fusion'' you can often tell that you're nearing a boss battle when a certain piece of ominous music plays. The soundtrack is non-apologetic about this, calling itself "Tension Before a Confrontation".
* In ''[[Professor Layton]] and the Curious Village'', the professor's theme has a subtle ticking as punctuation. This foreshadows the revelation that {{spoiler|the villagers are all robots.}}
* In ''[[Professor Layton]] and the Curious Village'', the professor's theme has a subtle ticking as punctuation. This foreshadows the revelation that {{spoiler|the villagers are all robots.}}
** Averted when Layton's about to reveal something about the mystery, the music stops and says his stuff.
** Averted when Layton's about to reveal something about the mystery, the music stops and says his stuff.
* ''[[Mother 3 (Video Game)|Mother 3]]'' has one that, if you're paying attention to it, hints at the twist that {{spoiler|1=Fassad is really Locria, the seventh and final Magypsy. When he confronts your party as 'New/Miracle Fassad,' the musical horns he now has fitted to him play an even further distorted version of the saxophone line in the Magypsys' leitmotif.}}
* ''[[Mother 3]]'' has one that, if you're paying attention to it, hints at the twist that {{spoiler|1=Fassad is really Locria, the seventh and final Magypsy. When he confronts your party as 'New/Miracle Fassad,' the musical horns he now has fitted to him play an even further distorted version of the saxophone line in the Magypsys' leitmotif.}}
** Additionally, all player characters and enemies have a certain instrument or sound (electric guitars, horns, animal noises, etc.) that plays when they attack, incorporated into the [[Rhythm Game|"sound battle" system.]] Because of this system, the player characters' combo instruments tend to stand out a bit more than the enemies', so it's easy to miss {{spoiler|one of the first giveaways to the Masked Man's identity. When you first fight him, his combo instrument is the same as Claus's when he fought alongside you at the beginning of the game.}} In a similar fashion, knowing that {{spoiler|Duster's combo instrument is a bass}} helps to remove any lingering doubt you might conceivably have as to Lucky's true identity, though this isn't as strong (or, indeed, as obscure) as the former example.
** Additionally, all player characters and enemies have a certain instrument or sound (electric guitars, horns, animal noises, etc.) that plays when they attack, incorporated into the [[Rhythm Game|"sound battle" system.]] Because of this system, the player characters' combo instruments tend to stand out a bit more than the enemies', so it's easy to miss {{spoiler|one of the first giveaways to the Masked Man's identity. When you first fight him, his combo instrument is the same as Claus's when he fought alongside you at the beginning of the game.}} In a similar fashion, knowing that {{spoiler|Duster's combo instrument is a bass}} helps to remove any lingering doubt you might conceivably have as to Lucky's true identity, though this isn't as strong (or, indeed, as obscure) as the former example.
* In ''[[Yoshis Island (Video Game)|Yoshis Island]]'', the room before (or with, in many cases) the boss always has the same ominous background music playing to indicate a battle will start. Comes with a long corridor for build up.
* In ''[[Yoshis Island]]'', the room before (or with, in many cases) the boss always has the same ominous background music playing to indicate a battle will start. Comes with a long corridor for build up.
* Both the ''[[Penumbra (Video Game)|Penumbra]]'' series and its spiritual successor ''[[Amnesia the Dark Descent (Video Game)|Amnesia the Dark Descent]]'' play this trope straight. Hide or run until the caution/danger music stops playing and the enemies are guaranteed to have left the area.
* Both the ''[[Penumbra (video game series)|Penumbra]]'' series and its spiritual successor ''[[Amnesia: The Dark Descent|Amnesia the Dark Descent]]'' play this trope straight. Hide or run until the caution/danger music stops playing and the enemies are guaranteed to have left the area.
* ''[[Bayonetta]]'' example: One of the very last boss fights is accompanied by a song named {{spoiler|1=[http://www.youtube.com/watch?v=qFPVWv7X0c4 You May Call Me Father]. [[Luke, I Am Your Father|Yes, that kind.]]}} Needless to say, a single look at the game's soundtrack blows that particular [[The Reveal|reveal]] right out the window.
* ''[[Bayonetta]]'' example: One of the very last boss fights is accompanied by a song named {{spoiler|1=[http://www.youtube.com/watch?v=qFPVWv7X0c4 You May Call Me Father]. [[Luke, I Am Your Father|Yes, that kind.]]}} Needless to say, a single look at the game's soundtrack blows that particular [[The Reveal|reveal]] right out the window.
* In certain ''[[Kirby]]'' games (such as Nightmare in Dreamland), the music completely stops before a boss room. That and there's usually [[Suspicious Videogame Generosity|a few recovery items and free copy abilities]].
* In certain ''[[Kirby]]'' games (such as Nightmare in Dreamland), the music completely stops before a boss room. That and there's usually [[Suspicious Videogame Generosity|a few recovery items and free copy abilities]].
* Used in many ways in the ''[[Silent Hill]]'' games. If you hear particularly ominous ambient noise/music, it usually means enemies are nearby or something big such as a [[Boss Battle]] or transition to the [[Dark World]] is about to happen. However, sometimes it's just a [[Nothing Is Scarier|false scare]].
* Used in many ways in the ''[[Silent Hill]]'' games. If you hear particularly ominous ambient noise/music, it usually means enemies are nearby or something big such as a [[Boss Battle]] or transition to the [[Dark World]] is about to happen. However, sometimes it's just a [[Nothing Is Scarier|false scare]].
* ''[[Resident Evil 3]]'': When "Feel The Tense" starts up, Nemesis has entered the area. In ''RE 2'' and others, if the music is replaced by silence, it means something such as a Licker is going to jump out at you. In fact, more or less all the ''RE'' games use this trope in some way.
* ''[[Resident Evil 3 Nemesis]]'': When "Feel The Tense" starts up, Nemesis has entered the area. In ''RE 2'' and others, if the music is replaced by silence, it means something such as a Licker is going to jump out at you. In fact, more or less all the ''RE'' games use this trope in some way.
* At one point in the [[Bonus Dungeon]] in [[Shin Megami Tensei Nocturne]], [[Devil May Cry (Video Game)|Dante]] will hunt the Demifiend through a series of tunnels. [http://www.youtube.com/watch?v=ngUfhhoRh84 If his theme replaces the background music,] it means he's close to finding you.
* At one point in the [[Bonus Dungeon]] in [[Shin Megami Tensei Nocturne]], [[Devil May Cry|Dante]] will hunt the Demifiend through a series of tunnels. [http://www.youtube.com/watch?v=ngUfhhoRh84 If his theme replaces the background music,] it means he's close to finding you.
* The more difficult bosses in ''[[Ys (Video Game)|Ys]] IV: The Dawn of Ys'' use "A Great Ordeal" for their battle theme, as opposed to "Battle 58".
* The more difficult bosses in ''[[Ys]] IV: The Dawn of Ys'' use "A Great Ordeal" for their battle theme, as opposed to "Battle 58".
** In ''[[Ys (Video Game)|Ys]] VI'', the music is silenced before the first boss appears.
** In ''[[Ys]] VI'', the music is silenced before the first boss appears.
* In ''Iron Tank'', the music changes to static noise, or sometimes the boss music itself, shortly before a boss fight.
* In ''Iron Tank'', the music changes to static noise, or sometimes the boss music itself, shortly before a boss fight.
* In ''[[Syphon Filter]]'', the music intensifies when the enemy is targeting you, and calms down when they lose sight of you. The later games such as ''Omega Strain'' have special music themes for high-ranking terrorists or [[Timed Mission]] objectives.
* In ''[[Syphon Filter]]'', the music intensifies when the enemy is targeting you, and calms down when they lose sight of you. The later games such as ''Omega Strain'' have special music themes for high-ranking terrorists or [[Timed Mission]] objectives.
* ''[[Mass Effect]] 1'': It's not much of a spoiler, per se (talking to anyone suggests basically the same thing), but when the time comes to have it out with Wrex on Virmire, even ''walking towards him'' turns on the Ominous Drumroll.
* ''[[Mass Effect]] 1'': It's not much of a spoiler, per se (talking to anyone suggests basically the same thing), but when the time comes to have it out with Wrex on Virmire, even ''walking towards him'' turns on the Ominous Drumroll.
* ''[[Haunting Ground (Video Game)|Haunting Ground]]'' uses this specifically as a game mechanic: Belli castle has its ambient music, and it has the chase music for each of Fiona's pursuers. However, because those pursuers are actively ''searching'' for Fiona, they're running around the castle the same as she is. Whenever one of them is in a room adjacent to the one Fiona's in, the music slowly fades out into complete ''silence'', leading to one of the best uses of "[[It's Quiet... Too Quiet|Wait, it's too quiet]]" ever to be visited on a player.
* ''[[Haunting Ground]]'' uses this specifically as a game mechanic: Belli castle has its ambient music, and it has the chase music for each of Fiona's pursuers. However, because those pursuers are actively ''searching'' for Fiona, they're running around the castle the same as she is. Whenever one of them is in a room adjacent to the one Fiona's in, the music slowly fades out into complete ''silence'', leading to one of the best uses of "[[It's Quiet... Too Quiet|Wait, it's too quiet]]" ever to be visited on a player.
* [[Good Bad Bug|Appears accidentally]] in [[Dungeons of Dredmor (Video Game)|Dungeons of Dredmor]]. If the normal background music stops when you open the door to a room, instead of changing quickly when you walk through the door, it just means the game is having trouble loading both the massive amounts of enemies in the room and the awesome 'Monster Zoo!' theme.
* [[Good Bad Bug|Appears accidentally]] in [[Dungeons of Dredmor]]. If the normal background music stops when you open the door to a room, instead of changing quickly when you walk through the door, it just means the game is having trouble loading both the massive amounts of enemies in the room and the awesome 'Monster Zoo!' theme.
* In {{spoiler|Hanako's}} bad ending of [[Katawa Shoujo]], the ominous "Cold Iron" theme starts playing as the last scene begins, before things start going wrong.
* In {{spoiler|Hanako's}} bad ending of [[Katawa Shoujo]], the ominous "Cold Iron" theme starts playing as the last scene begins, before things start going wrong.
** Wrong for Hisao at least. Nothing could prepare the player for [[Break the Cutie|the awakening of]] {{spoiler|Rage-Hanako}}.
** Wrong for Hisao at least. Nothing could prepare the player for [[Break the Cutie|the awakening of]] {{spoiler|Rage-Hanako}}.
* The music in ''[[Battlestar Galactica Online (Video Game)|Battlestar Galactica Online]]'' picks up when you engage in behaviour that triggers the Threat indicator. Unfortunately, it's easy to trigger the indicator by accident.
* The music in ''[[Battlestar Galactica Online]]'' picks up when you engage in behaviour that triggers the Threat indicator. Unfortunately, it's easy to trigger the indicator by accident.
* [[Psychonauts (Video Game)|Psychonauts]]. For just one or two seconds at a time in the BGM during the fight with {{spoiler|the first brain tank,}} the BGM from {{spoiler|Oleander}}'s mind will suddenly play quietly, and then shut off again, cluing you in that he's behind it all. Although, you [[Obviously Evil|may have known already]], and the full revelation does hit you in the face a few moments after the boss fight.
* [[Psychonauts]]. For just one or two seconds at a time in the BGM during the fight with {{spoiler|the first brain tank,}} the BGM from {{spoiler|Oleander}}'s mind will suddenly play quietly, and then shut off again, cluing you in that he's behind it all. Although, you [[Obviously Evil|may have known already]], and the full revelation does hit you in the face a few moments after the boss fight.




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== Western Animation ==
== Western Animation ==
* Partial version in ''[[Batman the Animated Series|Batman: Mask of the Phantasm]]'': an [[Leitmotif|unusually distinct]] bit of music plays when we see [[Chekhov's Gunman|what appears to be an unimportant mob henchman]]. Sure enough {{spoiler|turns out that was the Joker, whose theme music was playing (though slightly modified).}}
* Partial version in ''[[Batman: The Animated Series|Batman: Mask of the Phantasm]]'': an [[Leitmotif|unusually distinct]] bit of music plays when we see [[Chekhov's Gunman|what appears to be an unimportant mob henchman]]. Sure enough {{spoiler|turns out that was the Joker, whose theme music was playing (though slightly modified).}}
** Perchance to Dream uses a modified version of {{spoiler|The Mad Hatter's}} Leitmotif as a musical hint towards {{spoiler|his usage of a dream machine on Batman}}.
** Perchance to Dream uses a modified version of {{spoiler|The Mad Hatter's}} Leitmotif as a musical hint towards {{spoiler|his usage of a dream machine on Batman}}.
* ''[[Spongebob SquarePants]]'': "[[Sorry I Left the BGM On|Can't you hear the music?]] That?s a 4/4 string ostinato in D minor! Every sailor knows that means death!"
* ''[[SpongeBob SquarePants]]'': "[[Sorry I Left the BGM On|Can't you hear the music?]] That?s a 4/4 string ostinato in D minor! Every sailor knows that means death!"
* [[Toy Story|"Our friendship will never die..."]]
* [[Toy Story|"Our friendship will never die..."]]


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== Video Games ==
== Video Games ==


* ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'' has a funny pair of subversions involving Ozzie. The first time you meet him, he brings up a series of monsters with a crank, and they drop onto a conveyor belt. The battle music starts, and your characters even get into their battle poses... then the enemies fall into a pit at the other end of the conveyor belt. Insert "record winding down" sound here. Then, the second time you meet him, the boss theme starts playing, and then {{spoiler|a small cat comes in and trips a lever, and the boss theme fades out as Ozzie drops into the [[Bottomless Pit]].}}
* ''[[Chrono Trigger]]'' has a funny pair of subversions involving Ozzie. The first time you meet him, he brings up a series of monsters with a crank, and they drop onto a conveyor belt. The battle music starts, and your characters even get into their battle poses... then the enemies fall into a pit at the other end of the conveyor belt. Insert "record winding down" sound here. Then, the second time you meet him, the boss theme starts playing, and then {{spoiler|a small cat comes in and trips a lever, and the boss theme fades out as Ozzie drops into the [[Bottomless Pit]].}}
** And who can forget Dalton? When he epically turns the Epoch into the "Aero-Dalton Imperial", Crono's "fanfare" theme starts up, prompting Dalton to yell, [[Leaning On the Fourth Wall|"No, no, no, no...! Stop the music!"]] The music then changes into "A Spot of Crisis", a tense theme, and he says, "Ha! There we go! Ready for takeoff!"
** And who can forget Dalton? When he epically turns the Epoch into the "Aero-Dalton Imperial", Crono's "fanfare" theme starts up, prompting Dalton to yell, [[Leaning on the Fourth Wall|"No, no, no, no...! Stop the music!"]] The music then changes into "A Spot of Crisis", a tense theme, and he says, "Ha! There we go! Ready for takeoff!"
* In ''[[Dragon Quest III (Video Game)|Dragon Quest III]]'', there are exactly three battle themes. Most bosses don't get their own... but... {{spoiler|Baramos, the [[Disc One Final Boss]]}}, gets a special theme.
* In ''[[Dragon Quest III]]'', there are exactly three battle themes. Most bosses don't get their own... but... {{spoiler|Baramos, the [[Disc One Final Boss]]}}, gets a special theme.
** Not so in Dragon ''Warrior'' 3, where that same boss gets the same boss music. Of course, since the NES game shipped with a ''full walkthrough in the manual'', it probably didn't surprise anyone.
** Not so in Dragon ''Warrior'' 3, where that same boss gets the same boss music. Of course, since the NES game shipped with a ''full walkthrough in the manual'', it probably didn't surprise anyone.
* The final boss of ''[[The Legend of Zelda Links Awakening]]'' had special music for its first forms, but used the ''mini-boss'' music for its final form.
* The final boss of ''[[The Legend of Zelda: Link's Awakening]]'' had special music for its first forms, but used the ''mini-boss'' music for its final form.
** Also, in ''[[Twilight Princess]],'' in Hyrule Castle, the final dungeon, aside from the mini-boss songs that play when fighting a Darknut and {{spoiler|King Bulblin for the last time}}, no danger music plays while fighting enemies, [[Nothing Is Scarier|adding to the mounting climactic suspense.]]
** Also, in ''[[Twilight Princess]],'' in Hyrule Castle, the final dungeon, aside from the mini-boss songs that play when fighting a Darknut and {{spoiler|King Bulblin for the last time}}, no danger music plays while fighting enemies, [[Nothing Is Scarier|adding to the mounting climactic suspense.]]
** Both the Ganondorf and Ganon battles in ''[[Ocarina of Time]]'' have their own unique theme, making the first form (Ganondorf) seem like the final battle.
** Both the Ganondorf and Ganon battles in ''[[Ocarina of Time]]'' have their own unique theme, making the first form (Ganondorf) seem like the final battle.
* ''[[The Simpsons]]'' had it in the ''[[The X Files|X-Files]]'' episode when a mysterious music cue is revealed to be coming from a passing bus in which an orchestra is playing.
* ''[[The Simpsons]]'' had it in the ''[[The X-Files|X-Files]]'' episode when a mysterious music cue is revealed to be coming from a passing bus in which an orchestra is playing.
* ''[[Final Fantasy VII]]'' avoids giving [[One-Winged Angel|Sephiroth's]] first form standard music in the final battle by having unique songs for his first two forms: "The Birth of a God" for Bizzaro Sephiroth and [[Crowning Music of Awesome|"One Winged Angel"]] for Safer Sephiroth.
* ''[[Final Fantasy VII]]'' avoids giving [[One-Winged Angel|Sephiroth's]] first form standard music in the final battle by having unique songs for his first two forms: "The Birth of a God" for Bizzaro Sephiroth and [[Crowning Music of Awesome|"One Winged Angel"]] for Safer Sephiroth.
* In the Greenwood area of ''Soul Blazer'', there is a dog who, when talked to, will tell you that "today's special is...you!" accompanied by an abrupt end to the background music. The dog will then proceed to explain that he was only joking, and the background music starts up again.
* In the Greenwood area of ''Soul Blazer'', there is a dog who, when talked to, will tell you that "today's special is...you!" accompanied by an abrupt end to the background music. The dog will then proceed to explain that he was only joking, and the background music starts up again.
* In ''Shining in the Darkness'', despite the fact that the fight against [[The Dragon]] had a special boss theme, the final boss uses the normal combat theme you've heard all game. That is, until he [[One-Winged Angel|gets serious]]...
* In ''Shining in the Darkness'', despite the fact that the fight against [[The Dragon]] had a special boss theme, the final boss uses the normal combat theme you've heard all game. That is, until he [[One-Winged Angel|gets serious]]...
* Every plot-required boss battle in ''[[The World Ends With You (Video Game)|The World Ends With You]]'' is accompanied by normal battle music.
* Every plot-required boss battle in ''[[The World Ends With You]]'' is accompanied by normal battle music.
** With the exception of the final boss, of course, who gets his own unique remix of Twister. Every other non-boss battle randomly uses music.
** With the exception of the final boss, of course, who gets his own unique remix of Twister. Every other non-boss battle randomly uses music.
* The first ''[[Xenosaga (Video Game)|Xenosaga]]'' game uses the same battle music for every fight. Common enemies and bosses have the same tune. The sole exception is the final boss, who has its own theme.
* The first ''[[Xenosaga]]'' game uses the same battle music for every fight. Common enemies and bosses have the same tune. The sole exception is the final boss, who has its own theme.
* ''[[Scratches]]'' subverts it near the beginning, on the first time you {{spoiler|go down to the [[Creepy Basement|basement]], creepy [[Psycho]]-like strings start playing giving you the feeling ''something'' is gonna jump at you from the shadows at any moment, this effect makes you want to leave that place as soon as possible.}} Later its played straight when {{spoiler|for looking for Catherine Blackwood's corpse on the yard the music changes when you happen to dig on the right spot}}, also on ''Last Visit'' after solving all puzzles {{spoiler|the music changes to the same creepy strings heard on the basement hinting of the scare lurking nearby.}}
* ''[[Scratches]]'' subverts it near the beginning, on the first time you {{spoiler|go down to the [[Creepy Basement|basement]], creepy [[Psycho]]-like strings start playing giving you the feeling ''something'' is gonna jump at you from the shadows at any moment, this effect makes you want to leave that place as soon as possible.}} Later its played straight when {{spoiler|for looking for Catherine Blackwood's corpse on the yard the music changes when you happen to dig on the right spot}}, also on ''Last Visit'' after solving all puzzles {{spoiler|the music changes to the same creepy strings heard on the basement hinting of the scare lurking nearby.}}
* In ''[[Teenage Mutant Ninja Turtles (Video Game)|Teenage Mutant Ninja Turtles]]'', a first-time player will probably think that they're fighting the final [[Boss Battle]] when they fight Shredder for the first time, and when they fight Krang. (The final [[Boss Battle]] is a rematch between the Turtles and Shredder.) Both of these bosses have a special [[Boss Battle]] music of their own to help give the player this illusion.
* In ''[[Teenage Mutant Ninja Turtles (video game)|Teenage Mutant Ninja Turtles]]'', a first-time player will probably think that they're fighting the final [[Boss Battle]] when they fight Shredder for the first time, and when they fight Krang. (The final [[Boss Battle]] is a rematch between the Turtles and Shredder.) Both of these bosses have a special [[Boss Battle]] music of their own to help give the player this illusion.
* ''[[Mushihime-sama]] Futari's'' [[Final Boss]] gets its own theme, but on Ultra difficulty, the [[True Final Boss]] uses the regular boss battle music. That is, unless you're playing Black Label (which replaces Ultra mode with God mode), in which case the TFB gets some...[[Soundtrack Dissonance|rather unfitting music for a climatic boss battle]].
* ''[[Mushihime-sama]] Futari's'' [[Final Boss]] gets its own theme, but on Ultra difficulty, the [[True Final Boss]] uses the regular boss battle music. That is, unless you're playing Black Label (which replaces Ultra mode with God mode), in which case the TFB gets some...[[Soundtrack Dissonance|rather unfitting music for a climatic boss battle]].
* In ''[[Golden Sun (Video Game)|Golden Sun]]'', the battle against [[Big Bad|Saturos and Menardi]] has its own unique theme, and one might think they're the [[Final Boss]]. Then they turn into a [[One-Winged Angel|A GIANT TWO-HEADED DRAGON]] that dwarfs the party (and all other enemies up to this point) and actually ''[[Camera Abuse|shatters the screen]]'' as the combat intro.
* In ''[[Golden Sun]]'', the battle against [[Big Bad|Saturos and Menardi]] has its own unique theme, and one might think they're the [[Final Boss]]. Then they turn into a [[One-Winged Angel|A GIANT TWO-HEADED DRAGON]] that dwarfs the party (and all other enemies up to this point) and actually ''[[Camera Abuse|shatters the screen]]'' as the combat intro.
* ''[[Amagon (Video Game)|Amagon]]'''s fourth stage keeps the same [[Nightmare Fuel|creepy music]] all the way through, even when in [[Super Mode]] or fighting the boss.
* ''[[Amagon]]'''s fourth stage keeps the same [[Nightmare Fuel|creepy music]] all the way through, even when in [[Super Mode]] or fighting the boss.
* In ''[[Blaster Master (Video Game)|Blaster Master]]'', the [[Final Boss]] reuses the Stage 7 music.
* In ''[[Blaster Master]]'', the [[Final Boss]] reuses the Stage 7 music.
* In the arcade version of ''Super Contra'', the penultimate boss gets its own theme, but the final boss just uses the main stage music.
* In the arcade version of ''Super Contra'', the penultimate boss gets its own theme, but the final boss just uses the main stage music.
* In ''[[Mega Man (Video Game)|Mega Man]] 2'', the final boss against the alien hologram has the same music as ''every other boss.''
* In ''[[Mega Man (video game)|Mega Man]] 2'', the final boss against the alien hologram has the same music as ''every other boss.''


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