Songs in the Key of Panic: Difference between revisions

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{{trope}}
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It's a frequent trope in [[Video Game]]s for the current music to suddenly take on more dire tones or have additional warning sounds play when a situation is suitably dire. These '''Songs in the Key of Panic''' are often referred to as "pinch" themes (representing the pinch you're likely to be in), and generally occur in three main types:
A timer reaches 100.
 
* '''Hurry Music:''' Plays when a time of somethingtimer is running out, meaning player has to hurry.
Suddenly the music picks up. A frequent trope in [[Video Game|video games]].
* '''Song in a Key of Warning:''' Music speeds up when a player is in a disadvantageous situation of(e.g. somelow sort.health), Foror anwhen example:a lowboss health[[Turns Red]].
 
* '''Nearing the End Music:''' Music speeds up when nearing the end of thea task/level or somelevel, otherusually progressaccompanied inby the gamesituation itself becoming more tense. UsuallyThis theis situationfairly standard on the getslast tenserlap inof thisa caserace.
There are three main types of cases music speeding up:
 
* '''Hurry Music:''' Plays when a time of something is running out, meaning player has to hurry.
* '''Song in a Key of Warning:''' Music speeds up when a player is in a disadvantageous situation of some sort. For an example: low health.
* '''Nearing the End Music:''' Music speeds up when nearing the end of the task/level or some other progress in the game. Usually the situation gets tenser in this case.
 
See also [[Variable Mix]], [[Critical Annoyance]], [[Theme Music Power-Up]], [[Musical Spoiler]].
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** The music also gets faster when you damage most bosses enough. Naturally, they get harder.
* ''[[Final Fantasy V]]'' has the theme appropriately named [http://www.youtube.com/watch?v=DpSU_hbjrAA "Hurry! Hurry!"] that most memorably plays during the timed escape from the burning Karnak Castle... and when you're starting to run out of time, the already frantic theme ''[[Up to Eleven|speeds up even further]]'', thus also making this an example of Song in a Key of Warning.
* ''[[Bubble Bobble]]''{{context}}
* ''[[Mappy]]''{{context}}
* ''[[Sonic the Hedgehog]]'' does it with the drowning music. Said music has been known to scare a surprising number of people.
** Also played if you're nearing the 10-minute time limit, or if you're in a 2-player match in ''[[Sonic the Hedgehog]] 2'' and the 1-minute time limit that plays when one player finishes the stage is down to 12 seconds.
** Also, ''[[Sonic 3 and Knuckles]]'' does this again in The Doomsday zone, speeding up the music when your rings run low as [[Super Mode|Super/Hyper Sonic]].
* ''TMNT Tournament Fighter'' on the NES{{context}}
* ''[[Mendel Palace]]''{{context}}
* ''[[The New Zealand Story]]''{{context}}
* The player has ten minutes to defeat the final boss in ''[[Metal Gear Solid]] 3''. The music becomes louder and more intense as the time limit nears its end.
* A ''[[Metroid]]'' game isn't complete without at least one of these.
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* One level of ''[[Splinter Cell]]: Chaos Theory'', where you have to disarm [[Time Bomb]]s, integrated the beeping of the bombs into an increasingly frantic techno piece.
* In the 3D ''Zelda'' games, music will speed up in minigames when time is almost out. Similarly, timed switches in many of the games emit a series of rhythmic clicks or ticks which gradually become faster until the switch deactivates itself.
** In ''[[The Legend of Zelda: Majora's Mask|The Legend of Zelda Majoras Mask]]'', the theme in Clock Town is slightly faster on Day Two, and even faster, with a frantic undertone, on the Final Day. It gets even worse [http://www.youtube.com/watch?v=pZQa4iY0Fj0 in the last 6 hours].
* In ''[[Battletoads]]''' Rat Race level, the music speeds up as Scuzz gets closer to the bomb.
* ''[[Spelunky]]'' inverts it: The music slows down when you have only 30 seconds left to finish the level before the ghost appears.
* In ''[[The Journeyman Project]]'''s Mars Maze, the music creepily slows down and fades to a heartbeat and heavy breathing sounds as your oxygen supply depletes.
* In the ''[[Super Mario World (video game)|Super Mario World]]'' ROM hack ''[[A Super Mario Thing]]'', this trope gets taken to a bizarre extreme with 'Puzzle Panic,' a level that immediately starts the player off with 100 seconds remaining (thus triggering the speed-up), and playing an already rather frantic-sounding tune. Whenever the player enters a pipe, the time resets back to the 100 seconds, and speeds the music up '''''even further'''''. The nature of the level's puzzle means that this has to happen multiple times throughout the level, rendering the music a chaotic mess by the time the player reaches the end. Best demonstrated [http://www.youtube.com/watch?v=yRw-eDaXHfw here,] in [[Raocow]]'s original playthrough.
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* Seth's stage music in ''[[Street Fighter]] IV'' becomes more urgent as the fight goes on.
* During the final lap in races in ''[[Split Second]]'', the background music will swell and become more tense. The effect is handled nicely as its crescendos happen after a bullet-time show-off of a wreck, which are usually triggered by the player.
* ''[[Tetris]] DS'' uses the Death Mountain music from ''[[The Legend of Zelda (video game)|DeathThe MountainLegend musicof Zelda]]'' for its Level 9 stage. As the player approaches Level 20, the music changes to a completely manic scherzo. And at Level 20 itself... [[Crowning Music of Awesome|Korobeinki]].
** And at Level 20 itself... [[Crowning Music of Awesome|Korobeinki]].
* Boss music in ''[[An Untitled Story]]'' speeds up once the boss is down to 1 HP. All its bosses will have [[Turns Red|Turned Red]] by this point.
* In the ''[[Ace Attorney]]'' series, as you wear the witnesses down in cross-examination, the music becomes more urgent and elaborate. This is actually a separate track on the soundtrack, the 'Allegro' version. In ''Investigations'', a 'Presto' version is heard during the final testimony of any of the antagonists. [[Crowning Music of Awesome|And it is epic.]]