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=== [[Adventure Game]] ===
* A large number of classic [[Lucas ArtsLucasArts]] games, beginning with ''[[Monkey Island 2: LeChuck's Revenge]]'', used a system called iMuse to provide interactive music, one of the first such examples of this. The most famous example is probably MI2's Woodtick, where the music has dozens of transitions meaning that each piece of music comes to a natural end, ''wherever it is in the track'', before moving on to the next piece. The result is mindblowing, and it's the kind of thing which is only possible with MIDI.
** The [[Video Game Remake|Special Edition]] tried to recreate the effect with live instruments. They did a pretty good job, but the effects were much simplified in many cases.
** ''[[XStar Wars: X-Wing]]'' and ''[[TIE Fighter]]'' used this too. Needless to say, when used in conjunction with elements of the Star Wars score, plus new music that blended with it, the effect was extremely enjoyable and atmospheric.
*** As does the ''[[Rogue Squadron]]'' series.
** iMuse was used well in ''[[The Curse of Monkey Island]]''. Depending on who you were talking to, the background music would segue smoothly into a remixed version; the Barbery Coast theme would gain an accompaniment of accordion when talking to Captain Rene Rottingham, and when on the Sea Cucumber, steel guitar, steel drum, and atmospheric seagulls would be added to a more upbeat version of the Sea Cucumber theme when Mr. Fossie came to harass you.
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=== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ===
* ''[[Phantasy Star Online]]'' has two themes for each area, one for exploration and one for battle. There are around five transition points in each track - once a battle begins or ends the game will wait for the next of these points and cue the transition to the other theme.
* In ''[[World of Warcraft]]'', the PVP only zone Wintergrasp uses a number of different songs dependent on what's happening in the zone at the time: three or four calm tunes for when battles have died down, and an equal number of high energy war songs when players are vying for the fortress.
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* [[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.
** Something similar happens to the themes of Hazy Maze Cave and Wet Dry World. Normally, it plays a remix of the SMB Cave Theme. However, once you're at a certain area, the theme starts adding a few creepy instruments.
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=== [[Role -Playing Game]] ===
* ''[[Skies of Arcadia]]'' uses two different applications of this trope. The overworld travel music acquires distinctive background instrumentation when the characters' ship flies over or near one of the several continents—tribal drums in the vicinity of the South America-derived continent, chimes in the area of the ice continent, etc. Additionally, certain boss battles can be accompanied by normal, triumphant, or desperate sounding themes depending on how the main characters are faring in the fight.
* ''[[The Elder Scrolls]] IV: [[Oblivion]]'' has a soft fade-out transition to various musical themes whenever appropriate.
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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]{{Dead link}} with [http://www.mgstus.org/downloads/music/mgs2_documix/05%20-%20sons%20of%20liberty%20-%20tanker%20-%20evasion%20mode.mp3 the Tanker Evasion music]{{Dead link}}. 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.
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** A particularly [[Nightmare Fuel]]ish example occurs when you make the final [[Leap of Faith]] from the [http://www.youtube.com/watch?v=UgRPiUi4Rys prison morgue] to the Labyrinth in ''[[Silent Hill 2]]''. First there's the regular droning ambience, then it adds a groaning noise similar to a steam valve, then a horrible high-pitched siren-like sound (so bad you have to cover your ears, worse than the "radio squeal" in the first game).
** The [[Crowning Music of Awesome|series' best use of this trope]] has to be the [http://www.youtube.com/watch?v=brbKPSCBuuc alleyway sequence] in the first game. First quiet ambience, then the air-raid sirens start up when it gets dark, then a loud scraping mechanical noise when you pass the gurney, then it adds an [[Ominous Pipe Organ]] when you see the blood and disemboweled corpses, and finally the percussion kicks in when you hit the end of the alley and get ambushed by the Gray Children.
* Nemesis's [[Leitmotif]] in ''[[Resident Evil 3: Nemesis]]'' had a [http://www.youtube.com/watch?v=-TddpWDSK1g suspense version] when he's in the vicinity, and the [http://www.youtube.com/watch?v=J6cLuqZTbfI&feature=related battle version] when he enters the room. There's [http://www.youtube.com/watch?v=09hQUVgdLsQ a different battle theme variation] for him after he turns [[One-Winged Angel]], although it's still preceded by "Feel The Tense".
** ''[[Resident Evil 2]]'' [[What Could Have Been|was originally going to have]] more dynamic music, according to videos of ''RE 1.5'', where the music seamlessly changed depending on the action and the player character's health.
 
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[[Category:Video Game Tropes]]
[[Category:Music Tropes]]
[[Category:Variable Mix{{PAGENAME}}]]