Songs in the Key of Panic: Difference between revisions

Content added Content deleted
(Description curation + {{context}})
m (some pothole fixes + another line for the description)
Line 6: Line 6:
* '''Hurry Music:''' Plays when a timer is running out, meaning player has to hurry.
* '''Hurry Music:''' Plays when a timer 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 (e.g. low health), or when a boss [[Turns Red]].
* '''Song in a Key of Warning:''' Music speeds up when a player is in a disadvantageous situation (e.g. low health), or when a boss [[Turns Red]].
* '''Nearing the End Music:''' Music speeds up when nearing the end of a task or level, usually accompanied by the situation itself becoming more tense.
* '''Nearing the End Music:''' Music speeds up when nearing the end of a task or level, usually accompanied by the situation itself becoming more tense. This is fairly standard on the last lap of a race.


See also [[Variable Mix]], [[Critical Annoyance]], [[Theme Music Power-Up]], [[Musical Spoiler]].
See also [[Variable Mix]], [[Critical Annoyance]], [[Theme Music Power-Up]], [[Musical Spoiler]].
Line 31: Line 31:
* 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.
* 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 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 ''[[The Legend of Zelda: Majora's 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.
* 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.
* ''[[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 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.
* 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.
Line 96: Line 96:
* Seth's stage music in ''[[Street Fighter]] IV'' becomes more urgent as the fight goes on.
* 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.
* 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 [[The Legend of Zelda (video game)|Death Mountain music]] for its Level 9 stage. As the player approaches Level 20, the music changes to a completely manic scherzo.
* ''[[Tetris]] DS'' uses the Death Mountain music from ''[[The Legend of Zelda (video game)|The Legend of 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.
* 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.]]
* 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.]]