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== [[Platform Game]] ==
* [[Sly Cooper]]
* ''[[Super Mario Bros. 2]]'': The music continues playing when the game is paused but cuts out the main instruments, leaving a sort of "drum and bass" mix.
* ''[[Super Mario World (video game)|Super Mario World]]'': When the player mounts a Yoshi, a track of bongo drums is added to the music, no matter which of the several background music tracks is playing at the time. The same thing happens in ''[[Super Mario Sunshine]]'', ''[[New Super Mario Bros Wii]]'', and ''[[Super Mario Galaxy 2]]''.
* ''[[Super Mario 64]]'' has its water theme. Example : when you are on the beach in Jolly Roger Bay, the music is simple. If you go in the water, it gains violins; and the hidden cave add drums to it.
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* ''[[Jet Set Radio|Jet Set Radio Future]]'' has horribly abrupt music changes, or no changes at all, depending on what part of the game is occurring, but this is expected as the music is coming from the players own CD player or radio most of the time.
* The games in the ''[[Jak and Daxter]]'' series add new layers to the background music when the player mounts a vehicle or takes out a weapon.
* ''[[YoshisYoshi's Island]]'' has a variation on this trope: with each world completed, an additional line of instrumentation is added to the map screen music, until it becomes fully orchestrated on the last world's map.
** ''[[Paper Mario (franchise)|Paper Mario]]'' reused the tune for [[Lava Lava]] Island, and each area of the map had a different mix of the tune. In fact, lots of areas in the game were like that, but the most dynamic had to be Toad Town, where the different parts of the tune would actually fade in or out as you approached various areas.
*** Toad Town has its own theme song, and certain parts of it have their own themes, which are in the same key as and in sync with the Toad Town theme. When you are near one of these parts, you can hear the special music just a little bit, and when you are ''in'' said part, the special music is all there. The main theme can still be heard faintly, as if it were coming from outside.
** In ''[[YoshisYoshi's Story]]'', the music changes depending on your health. When you're down to your last health point, the music slows to a crawl. When you're invincible, it changes to an electric guitar version of the level theme.
* ''[[Ristar]]'' has a [[Band Land|music-themed level]] in which the objective was to deliver metronomes to birds found throughout the level. For each metronome returned, a portion of the level's background music was replaced with a choral melody.
** The final boss theme isn't a layered track like Planet Sonata, but it aims for this effect in spirit. It's timed so that the slow part lasts almost exactly as long as it takes to wear Kaiser's first phase down, the accelerando takes place during his first black hole attack, and the fast, frantic part goes into full swing when he [[Turns Red]].
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* In the original ''[[Klonoa]]'' game, this trope was used two different ways in the same place: the between-level transition screens. Each time you visited it, each level you'd completed would play a section of a tune; completing every level would complete the tune, {{spoiler|the Song of Rebirth}}. In addition, each level had six characters to rescue, who formed members of the band that played the tune; if you didn't collect all six characters in a level, their portion of the tune would have correspondingly fewer instruments.
* ''[[Glider]] PRO'''s music goes into a holding pattern if you stay in one room too long.
* In the pre-''[[Sonic Adventure|Adventure]]'' ''[[Sonic the Hedgehog]]'' games, the BGM currently playing would speed up if you got the super shoes (only ''[[Sonic the Hedgehog CD|Sonic CD]]'' and the Saturn version of ''[[Sonic 3D: Flickies' Island]]'' didn't do this — presumably technical limitations since they were playing direct from audio CD).
** ''[[Sonic Heroes]]'' gives us Mystic Mansion with its segmented level theme; different segments play and loop depending on where in the level you are, transitioning at noticeable "checkpoints". You can hear them all in sequence in the [[Sound Test]]. The preceding level (Hang Castle) toys with this as well, albeit differently. Its two themes are interchanged virtually seamlessly as you go from normal castle to upside-down castle and back again.
** In ''[[Sonic Generations]]'', the music would get more intense when boosting in Modern Sonic's stages.
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== [[Stealth Based Game]] ==
* ''[[Metal Gear Solid]] 1'', ''[[Metal Gear Solid 2: Sons of Liberty|2]]'', and ''[[Metal Gear Solid 3 Snake Eater|3]]'' have two versions of the Alert theme, one for the "Alert" phase and one for the "Evasion" and "Clearing" phases. They are alternate versions of the same theme, and fade between each other seamlessly when the phase changes. An experimental "Making Of..." compendium called ''The Document of Metal Gear Solid 2'' allowed users to ([[wikipedia:The Document of Metal Gear Solid 2#The Document of Metal Gear Solid 2|among other things]]) segue between the moods of each track at the push of a button. (For the curious, compare and contrast [http://www.mgstus.org/downloads/music/mgs2_documix/04%20-%20sons%20of%20liberty%20-%20lethal%20encounter.mp3 the Tanker Alert music] with [http://www.mgstus.org/downloads/music/mgs2_documix/05%20-%20sons%20of%20liberty%20-%20tanker%20-%20evasion%20mode.mp3 the Tanker Evasion music]. As you can hear, the claustrophobic Evasion theme is a stripped-down version of the passionate, exciting Alert theme with the same chords - so if Snake gets seen again, the melody of the Alert theme can cut straight in.)
** There's also the "suspicion" theme, a more tense version of the main stealth theme, played when a guard notices something, before going to full alert, ala ''[[Splinter Cell]]''.
** Also used a bit in some other situations. The music in the Shell 1 Conference Hall in ''[[Metal Gear Solid 2: Sons of Liberty]]'' gains a creepy string track if Raiden takes off his disguise, and an electric piano line is added to the music when Raiden is leading Emma by the hand, and a drum track when he's trying to snipe her pursuers. In ''[[Metal Gear Solid 3 Snake Eater]]'', several of the boss tracks change depending on what the boss is doing - instrumentation changes when The Fear is hungry, when Ocelot is breaking from the fight to reload his gun, when The Pain is shooting Bullet Bees, when The Fury's suit gets ripped, and so on. The vocal track only cuts in while fighting The Boss if you sustain nearly to the end of the ten minutes, and before that, you only hear the instrumental backing.
* Because of the importance of listening to your surroundings, the ''[[Thief]]'' games tended to avoid background music of any sort... until they wanted to make you jump out of your skin. The very first level of the first game had one notable moment where you would be following a side hallway, and once you got to a more central passage, the game would suddenly play a single deep, loud note. ''DOOOOOOM.''
* ''[[Splinter Cell]]'' series: Arouse suspicion, a [[Scare Chord]] plays and the ambient music gets tense. Once on full alert, a techno track kicks in.
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