Variable Mix: Difference between revisions

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A hard cut to a different piece is one possible solution for a game, and it's not so jarring when disguised by a sound effect. But some titles make better use of their technology: in a [[Variable Mix]], the background music changes subtly and smoothly depending on what is going on in the game. The running background music could have, for example, parallel parts that fade in and out with the rising and falling action level, seamlessly transitioning from a bare-bone ambient haunting theme to a hard-rocking drum-backed metal anthem during combat, and back again after the last enemy has fallen. A clever bit of composing that has a very subtle but real influence on player immersion. Variable mix is almost always made possible by MIDI (musical instrument digital interface).
 
Often overlaps with [[Musical Spoiler]] for more [[Genre Savvy]] players who know what particular variations to listen for. Can sometimes enter a variant of [[Mickey Mousing]] known as [[Musical Gameplay]]. See also [[Theme Music Power-Up]], which this often turns into if it happens during a boss battle. Also, see [[Songs in Thethe Key of Panic]] for the other end of the scale.
{{examples}}
 
== [[Action Adventure]] ==
* ''[[LuigisLuigi's Mansion (Video Game)|Luigis Mansion]]'' repeats the main theme of the game when you're in the Mansion, but it has variations for hallways, dark rooms, and outside. All have Luigi humming over the theme, except in lit rooms, where he whistles the theme. The tempo also decreases if Luigi's health worsens.
** The poor guy's humming sounds more and more scared and shaky as his health lowers, too!
* ''[[The Legend of Zelda]]: [[The Legend of Zelda: LinksLink's Awakening|Link's Awakening]]'' does this (and on the original Gameboy, too!) with its central Ballad of the Windfish - once the first two of eight instruments are collected, the Ocarina becomes obtainable, and the song can be played in front of the big egg... but it will sound rather empty. As more instruments are collected, the process can be repeated, until having all eight summons the full song. And the 3D Zelda games would make a habit of this in the overworld:
** ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' had a variation in that the main overworld theme was made up of separate segments, which would play in a mostly random order, but it would pick slow segments when Link was standing still, trumpet fanfares when he was moving, and dramatic music when there were enemies present.
*** The [[Ominous Pipe Organ]] music in Ganon's Tower changes in melody as you go up the tower.
** ''[[The Legend of Zelda: MajorasMajora's Mask]]'' saw the Clock Town theme change depending on what day it is (and, therefore, how close the end of the world is). The first day is upbeat and cheerful, the second day is faster as people begin to realize that the moon is getting bigger. On the third (and final) day, the music is frantic, with a very ominous backing-track.
** ''[[The Legend of Zelda: theThe Wind Waker (Video Game)|Wind Waker]]'' saved the trumpets in the overworld melody for when Link was traveling at full speed. In battles, dramatic flourishes are added as you hit enemies, and in boss fights, different variations of the boss's theme are used (e.g. the Helmaroc King's music gets a bass line once you remove his crown.)
*** The Mini-Boss theme gets a special mention, as it has versions for- sword sheathed (Soft), sword drawn (Hard), near enemy (drums are added), low health (fast), landed attacks (the added chords as per usual), landed ENEMY attacks (pitch lowers while the song speeds up), and even a specific horn roll plays while using the spin attack. All of these layers play independently, immersing the player into the action better than any other song in the game, but unfortunately, these battles typically only last a few minutes tops.
** ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'' has two [[Boss Battle]] themes, the bleak theme when the boss has an advantage, and the upbeat theme once Link finally gets close to its [[Achilles Heel]]. Furthermore, in Hyrule Field, if you get on your horse, trumpets and other "epic" instruments are added to the music's arrangement, as well as additional melody phrases. If you stand still for a while, the music will slow down into a soft backing track; running off again will cause it to continue. As the sun sets, the music slows down, and segues into the nighttime music. In the morning, when the sun rises, "morning" music plays and leads back into the theme. Finally, once you reach {{spoiler|Hyrule castle}}, the music starts out as the {{spoiler|Hyrule castle}} theme, but slowly turns into {{spoiler|Ganondorf's}} theme, one instrument at a time, the closer you get to the end, until you reach the end, where the former's theme is completely drowned out by the latter's.
*** Also, in the Sacred Grove, Skull Kid's trumpet is added to the music if you're near him, and there's a variation of the music if those puppet things of his are near you.
*** Also used awesomely in the final boss battle against {{spoiler|Ganondorf}}. When you go into a chance, which is when both you and him have [[Blade Lock|swords locked]] and are [[Button Mashing|trying to push the other down]], the music will change depending on which side is winning, sounding ominous when {{spoiler|Ganondorf}} is winning, and playing the game's main theme when you are winning.
*** Koji Kondo says that the reason he didn't use orchestrated music for ''Twilight Princess'' was because he apparently had trouble implementing Variable Mix with non-MIDI music with [[Game Cube]] hardware. If ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'' is any indicator, however, such troubles will likely be a thing of the past.
** ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]'' has different music tracks that fade in and out as you change the train speed.
*** The chugging of the train's engine in its top gear syncs perfectly with the standard overworld music, making it into a kind of percussion line.
*** The music when climbing the Tower of Spirits becomes more epic the higher up you go.
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** ''[[Skyward Sword]]'' just might contain the largest amount of variable mixing in a video game to date, as most areas, dungeons, battles and cutscenes take advantage of the technique. A notable early area where this can be seen is the Bazaar, where each shopkeeper has their own little [[Leitmotif]] that's a variation on the main one set to play when you approach their stall.
* In ''[[Shadow of the Colossus]]'', the music transitions smoothly to a more upbeat theme once you have discovered how to get onto the colossus.
* In ''[[Ni GHTS Into Dreams|NiGHTS Into Dreams]]'', the variable mix used was determined by the happiness or lack thereof of the Nightopians in the current level.
* ''[[Brave Fencer Musashi]]'' did this with the Alucaneet Palace theme only. The subdued BGM you initially hear is performed by a rather spare number of instruments, but for each musician you rescue in the field, an instrument is added to the orchestra until the palace theme sounds downright energetic.
* Both ''[[Ganbare Goemon|Mystical Ninja Starring Goemon]]'' and ''Goemon's Great Adventure'' utilize this effect in the castle areas, with the music changing to reflect the player's progression.
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== [[Adventure Game]] ==
* A large number of classic [[Lucas Arts]] 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.
** ''[[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 (Video Game)|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.
* ''[[Starship Titanic]]'' features many music themes which blend into each other, and you soon notice that the quality and style of the music depend on how posh your surroundings are, and whether or not you're in an public or maintainance area.
* [[Older Than They Think]]: In ''[[Space Quest]] IV'', the Galaxy Galleria theme is normally elevator/lobby music, but when you enter the Skate-O-Rama, it adds drums. It also mixes in the various shop music themes as you pass by.
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== [[Card Battle Game]] ==
* Most recent ''[[Yu-Gi-Oh!]]'' video games use three different songs during each duel: one for when the Life Points are close to even, one for when you have a big lead, and one for when your opponent has a big lead. The music simply fades out and fades in once the threshold is reached, however, without any fancy attempt to blend the songs together.
 
 
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* ''[[Diddy Kong Racing]]'' as well; not only on the racer selection screen (each racer had a unique instrument playing a variation of the same melody over the same accompaniment), but the track Boulder Canyon switched between a rock organ, a flute, and a trombone depending on where you were in the lap. The only problem was that if you listened to these tunes on the in-game [[Sound Test]], it would play ''every'' instrument and melody at once.
** Also occurs in the [[Hub Level]].
* In ''[[Mario Kart (Video Game)|Mario Kart]] Wii'', some tracks have added sound effects inside of caves. A distortion effect is added whenever the player is shrunk or flattened due to item or track effects. Finally, when starting a game, the music has more layers added to it the farther you get through the selection process of the type of game you'll play, the difficulty, the racer you want, the car you'll use, and what sort of drifting you'll be playing with.
** ''Mario Kart 7'' adds extra percussion (bass/snare "dance" beat or a hi-hat, for example) to the BGM if the player is in the lead.
* ''[[Burnout]] 2'' normally has a repetitive drum beat and electro soundtrack with a secondary backing track that is muted unless the boost is triggered, which pulls it back into the mix and gives the music more of a surfer-tune.
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== [[Fighting Game]] ==
* In ''[[Super Smash Bros (Video Game)|Super Smash Bros]] Brawl'', the main tracks of the stages Summit and Yoshi's Island constantly change in tone and tempo to match the current state of stage (Though the Summit music is a single audio track that's merely ''timed'' to match up with the stage's various events; if you're playing in Slow Brawl, for instance, you'll hear the audio desynch from the onscreen events).
* In ''[[Def Jam Series|Def Jam - Fight for New York]]'' used a variant that revolved around the [[Limit Break|Blazin' Moves]]. Most stages in the game have instrumentals of various hip hop songs as their BGM, which cuts out to one of a few slightly more intense, shorter loops whenever someone activates their ability to use a Blazin' move. If the successfully pull the move off, [[Ominous Latin Chanting]] or some other brief, suspenseful leitmotif plays in the background while the attack is being performed, and, if the Blazin' move is used when the opponent's health isn't in the danger zone and is able to continue fighting afterward, the normal music resumes and for about ten seconds afterward the lyrics of the song play before cutting back into a looping instrumental again. A lesser example occurs whenever you use a submission hold, with disk scratching and various generic sound effects thrown in.
* In ''[[Street Fighter X Tekken (Video Game)|Street Fighter X Tekken]]'', the music increases in intensity for each round of a match. In addition, a flange effect coats the music when the player's current character's HP is below 25%.
 
 
== [[First-Person Shooter]] ==
* ''[[Tron Two Point Oh (Video Game)|Tron 2.0]]'' had a rather smooth transition between normal wandering-around music and when combat began.
* Ditto for ''[[Deus Ex (Video Game)|Deus Ex]]''.
* And ''[[Unreal (Video Game)|Unreal]]''.
* And ''[[Serious Sam]]''.
* The ''[[Halo]]'' games, particularly the [[Halo 2|second]] and [[Halo 3|third]], use what the composer calls "quantum music". A piece may have an intro, followed by a looping middle section that may have different variations depending on the player's actions, and an outtro, again triggered by the gameplay. The music fades out after a certain time if no dynamic triggers are activated. "Glue" musics consisting of short loops (typically drone ambient) are used to transition between larger pieces.
* ''[[Return to Castle Wolfenstein]]'': The music is mostly silent, with the occasional drums, but if an alarm goes off or something, it will segue to a [[Battle Theme Music]] piece, ending once the alert is stopped. And during [[Timed Mission|timed missions]], the music intensifies periodically [[Songs in Thethe Key of Panic|as the clock runs down]].
* ''[[Far Cry]] 2's'' battle music had a bad habit of fading in whenever the player fired a shot, regardless of whether or not there were any enemies around.
* In ''[[GoldenGoldenEye Eye007 (1997 (Videovideo Gamegame)|Golden Eye 1997]]'' and ''[[Perfect Dark]]'', each stage has a "danger" variation of its music.
* ''[[No One Lives Forever]]'', an FPS taking place in the Spy Sixties, features both sneaking and flat-out shooting elements, and the music rises and falls appropriately if you blow your cover.
* ''[[FEARF.E.A.R.]]'': The music starts to build in suspense just before a major event or battle happens, and segues out once the battle is over. For example, the courtyard in Interval 3 where the helicopter drops off several Replicas. And [[Scare Chord|Scare Chords]] are often set to the action, e.g. when the gun turrets activate.
* ''[[Descent]] 3'''s level musics seamlessly change as you progress through a level, and also change with the intensity of the action.
* Some levels in the ''[[Medal of Honor]]'' series have this, such as "Eye of the Storm", "Rough Landing", "The Golden Lion", "Operation Repunzel", "Yard by Yard" and "On Track" in ''Frontline'', when you reach certain points in a level, an alarm is set off, or the action otherwise heats up. Rough Landing in particular is awesome; it starts with a solo boy soprano and a few instruments, and later in the level, it builds up to the full choir and orchestra. Also, in the train mission, the music starts to pick up speed when you enter the station and approach the train, then goes to its undoubtedly epic full-speed [[Ominous Chanting]] climax during Riding Out The Storm.
* ''[[System Shock 2]]'' was another early example: each level had a number of short variations on a theme that would chain together depending on the circumstances.
* ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' have this, with non-radio ingame music changing depending on various things, such as the player arriving at certain areas or being discovered by a passing enemy.
 
 
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== [[Party Game]] ==
* An unusual example comes from ''[[Wario Ware (Video Game)|Wario Ware]]: Smooth Moves'' on Dribble and Spitz's stage. The vocal song "Tomorrow Hill" plays throughout the level. When you mess up, the song distorts. You might think it's just an effect placed over the original song, but it's actually a [[Variable Mix]]- the distorted parts of the song are ''actually sung differently'', sometimes even [[Mondegreen|with nonsensical words in place of the normal ones]] ("Already said my goodbyes" becomes "Already ate my french fry", for example). This alternate version of the song, "Falling Off Tomorrow Hill", can even be heard in the [[Sound Test]].
 
 
== [[Platform Game]] ==
* [[Sly Cooper]]
* ''[[Super Mario Bros 2 (Video Game)|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 (Videovideo Gamegame)|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 (Video Game)|Super Mario Sunshine]]'', ''[[New Super Mario Bros Wii (Video Game)|New Super Mario Bros Wii]]'', and ''[[Super Mario Galaxy 2 (Video Game)|Super Mario Galaxy 2]]''.
* ''[[Super Mario 64 (Video Game)|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.
* Taken to epic levels in ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'' in the boss battles against Bowser whenever he becomes open to attacks. The song is normal until you get Bowser to land on the lava; when that happens and he runs around with his tail ablaze, the singing chorus comes in. When you hit him and he is spinning on his shell, a trumpet is added in with the song and singing chorus until you hit him again, then the song returns back to normal until you do it again.
** Also in Galaxy, every time you activate a sling star a harp will be added in tempo and harmony. If you activate the bigger ones with two stars (to go to different planetoids, etc.) the harmony will be longer; if you use the single star ones for shooting you short distances, the harmony will be shorter. This occurs with every single song, even with the Rainbow Star (invincibility) and power-up songs (Fire Flower, Ice Flower, etc.)
** Any coins that pop up from bushes, etc. will be in tempo and harmony with the song.
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** Gruntilda's Lair alone had at least 11 different themes that would blend seamlessly from one to the next: The base theme music, the underwater music, and one for each world that would play when you approach a world's portrait or entrance, with an arrangement appropriate for that world. Cheato's theme may also count - it's not a variation on the Gruntilda's Lair theme but the music switches from the lair theme to Cheato and back when you approach/walk away from him, with one fading out at the same time the other fades in so that it feels seamless.
** In ''[[Banjo Tooie]]'', there was a glitch where after beating Mr. Patch, sometimes every variation of the Witchyworld theme would play at once until you exited the tent.
** Also done in ''[[Conkers Bad Fur Day (Video Game)|Conkers Bad Fur Day]]''.
** Basically, Rare (David Wise, Grant Kirkhope, Eveline Fischer, ect.) loved this trope and used it at every opportunity.
* Happens in ''[[Donkey Kong 64 (Video Game)|Donkey Kong 64]]'', albeit not on the fly. The main hub theme has variations depending on whether or not you're near DK Island, near the Kremlings' fortress or in one of the level hubs.
** even if your character is not in an area where the music changes in a level, if you do something that triggers an event in such an area, the music will change as the ''camera'' enters that area.
** In ''[[Donkey Kong Country Returns]]'', the island map has the well-known "Simian Segue" as its BGM until you zoom to any part of it, where it fades to a different rearrangement (with the same rhythm, no less) of that theme in every section, using the appropriate instruments (for example, steel drums in the "beach" map).
* ''[[Jet Set Radio (Video Game)|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.
* ''[[Yoshis Island (Video Game)|Yoshis 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 (Video Gamefranchise)|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 ''[[Yoshis 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.
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** 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]].
* In ''[[Tomb Raider]]: Anniversary'', the background music in Croft Manor changes slightly depending on whether the player is in the house, the gym or outside.
* ''[[De Blob (Video Game)|De Blob]]'' features a rather interesting soundtrack that adds instruments as you colour buildings in different colours.
** At the start of each level you can choose which soundtrack to use, with a variety of available instruments. Additionally, more background music will play as you paint an area- a gray zone will be quiet but a fully painted area will sound quite alive.
* Used in ''[[Knytt Stories]]'', as the player transitions between areas.
* In the original ''[[Klonoa (Video Game)|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 (Video Game)|Adventure]]'' ''[[Sonic the Hedgehog]]'' games, the BGM currently playing would speed up if you got the super shoes (only ''[[Sonic the Hedgehog CD (Video Game)|Sonic CD]]'' and the Saturn version of ''[[Sonic 3D BlastFlickies Island]]'' didn't do this — presumably technical limitations since they were playing direct from audio CD).
** ''[[Sonic Heroes (Video Game)|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 (Video Game)|Sonic Generations]]'', the music would get more intense when boosting in Modern Sonic's stages.
*** This originated in ''[[Sonic Colors (Video Game)|Sonic Colors]]'', where, upon boosting, the prominent instruments in the BGM would be drowned out a bit, allowing the drum & bass to come center stage. Diving underwater with Sonic in Aquarium Park also creates subtle changes in the music.
*** Reversed in ''[[Sonic Unleashed (Video Game)|Sonic Unleashed]]'' where the drum & base would be drowned out, sometimes completely, when boosting.
* In ''[[Donkey Kong Jungle Beat]]'', the background music is often a simple, understated little tune. And if you play through the levels like a normal platformer, it'll stay that way. However, once you start using the combo system (doing tricks in midair and stringing moves together without touching the ground), things get interesting as you collect more and more bananas. More instruments will be added to the song. Then the percussion begins to pick up. Then a crowd yells "GO! GO! GO!" to the beat of the song. Then the crowd also yells "Wooo!" on the off-beats and claps along. Then the main tune is overlaid with some funky jazz riffs. [[Beyond the Impossible|And then the percussion starts drowning everything out...]] When you finally land and end your combo, the crowd breaks into a hearty cheer, and then it's back to the simple music again. Needless to say, playing well in this game gets you ''pumped''.
** Don't forget the boss music, which effortlessly switches from tense to triumphant, depending on whether DK is on the defensive or the offensive.
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== [[Puzzle Game]] ==
* ''[[Worms (Video Game)|Worms]] Blast'' used this as the blocks got closer and closer to you.
* Cipher Prime games ''Auditorium'' and ''[[Fractal Make Blooms Not War|Fractal]]'' do this. In the former, each level starts in silence. Every "bucket" you fill with the correct type of flowing particle adds a layer to the music. In the latter, creating more blooms adds these layers. Each level starts with the stereotypical "howling wasteland" sound.
* In some levels with ''[[Portal 2 (Video Game)|Portal 2]]'', the background music gets instruments or changes when various puzzle elements are used. For an example, music becomes muffled inside excrusion funnel or gets a line of instruments when running on propulsion gel.
** Actually, the excursion funnels always play the same tune (though I think the natural music is barely audible in the background), and the gels work differently -- the Blue gel always plays the same weird little tune when you bounce on it, and the repulsion gel applies the same "instruments" that any High Velocity situation would, Gel or no Gel. Aerial Faith Plates always add the same instruments/tune to whatever music is being played too, no matter which Plate in Which Level it is. Laser receptacles do the same; this is most notable in the room with the 3 near the door that you have to light up simultaneously. All of the above (almost) always add the same set of instruments to whatever is playing in the background. In fact, these are mere sound effects that are attached to the puzzle elements themselves. To test this, simply find an aerial faith plate and drop a cube on it. Note how the sound effect plays. Next, throw a portal and drop the cube on the faith plate and back up, note how the sound effect is quieter. They are simply scripted sound effects that sound like music that meshes well with music played in those levels.
*** Examining the game's sound files reveals a mix of both overlaid effects tracks (level-specific to fit the timing of the theme for that level), and also some variations on themes for specific levels which will use a mechanic-specific effect as a segue.
* ''[[Adventures of Lolo]]'' (for the Game Boy) had an unusual example in which the BGM shifted between four different songs depending on which direction Lolo was facing. The music also changed to a much slower song while Lolo was on flowers. It's only on some levels, and [[Regional Bonus|only in the European version]].
* ''Rotohex'' of the [[Art Style (Video Game)|Art Style]] series adds to or changes the music once a new color is available.
* [[Plants vs. Zombies (Video Game)|Plants vs. Zombies]] has two mixes of each song used for a level: a calmer version used when there are few zombies on the level, and a more urgently orchestrated one when things are starting to get out of hand.
* ''[[Meteos]] Wars'' had the music changing as the screen got filled up with blocks. Each planet in the original ''Meteos'' had 3 different soundtracks that would play as the screen filled, but the transition was noticeable as the soundtrack restarted each time. Each planet in ''Meteos Wars'' had up to 5 or 6, and the transitions were seamless.
 
 
== [[Real Time Strategy]] ==
* In ''[[Age of Mythology (Video Game)|Age of Mythology]]'', the normal game music would change to battle music during a large battle, often triggered by an attack on a Town Center, then afterward it would often change to the original music or a "mellow mix" (their own words).
** The "mellow mix" would also trigger if you lost a significant chunk of your population (about 50% or more) in battle, basically the game telling you you're losing.
** Also, there's special music that plays whenever Meteor Storm is used.
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* ''[[Dune II]]'', being MIDI-based, is not a pure example of this trope, as it is all distinct background music tracks; however, each of the tracks in the game is less than 3 minutes long and fade out, and all of the tracks segue into one another, allowing them to fade in and out smoothly whenever the tone of combat changes.
* ''[[Total Annihilation]]'' used redbook audio, and made an attempt at this. The first attempt wasn't that good, since it always took the first "battle" music track but this was fixed in a patch. Even after the patch, the transition was sometimes jarring, and was always associated with a 1/2 second delay because of the CD drive switching tracks.
* In ''[[Z (Videovideo Gamegame)|Z]]'', the music gets more intense as the situation gets more intense.
 
 
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== [[Role Playing Game]] ==
* ''[[Skies of Arcadia (Video 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.
* ''[[Pokémon Red and Blue|Pokémon FireRed]]'' and ''[[Pokémon Red and Blue|LeafGreen]]'' did this to make an otherwise [[He Knows About Timed Hits|dull tutorial sequence]] exciting. Presented with a dry sequence of blue windows explaining what buttons to press to do what, an extra layer was added to the music each screen pressed through - drums, bass, harmony, counter-melody - giving a great sense of build-up. On the final screen the melody finally kicks in, and you feel fully prepared for adventure!
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* The first four ''[[.hack GU Games|.hack]]'' games do this to nice effect by having a standard dungeon theme and a battle theme that more or less match up, and have one fade into the other when a battle begins or ends. It's especially pleasing in the ice-based dungeons
* This is the point of the soundtrack for ''[[Fable]] 2'': in fights, the music becomes more intense as you do cooler things; be a big enough [[Badass]] and you'll hear a symphony, more or less. Oh, and [[Rule of Cool|the cooler you fight, the more experience you get.]]
* Played with in ''[[Tales of Phantasia (Video Game)|Tales of Phantasia]]''. Morlia Gallery has about 10 levels...at first. If you choose to come back later for the [[Bonus Dungeon]], however, the music gradually becomes lower and more distorted as you venture deeper. You can hardly make out the original theme by the end. Everything in that dungeon enforces a sense of paranoia and suffocation.
** The cave/dungeon music in ''[[Dragon Quest]]'' also got lower in pitch as you went further down. It becomes [[Nightmare Fuel]] when you reach the lowest level of the Dragonlord's Castle.
* Jeremy Soule is a pretty prolific video game music composer. He's done ''Total Annihilation'', ''[[Neverwinter Nights]]'', ''[[Elder Scrolls]]: [[Oblivion]]'', etc. Usually his songs are composed in odd time signature (i.e. not 4/4 and not 3/4), presumably because it's more difficult to identify where the beat lies exactly, and thus when the game engine switches from one song to another, there's no jarring sense of a song being interrupted in mid-bar.
* ''[[Resonance of Fate]]'' has two combat tracks for each battlefield type: a fairly laid-back version for normal combat, and a more upbeat one that kicked in when a character performed a hero run. The second version would remain in effect until a minute or so passed without consecutive hero actions.
* ''[[Mario and Luigi Bowsers Inside Story (Video Game)|Mario & Luigi: Bowser's Inside Story]]'': There are two tracks for everywhere in the game, one for when you're walking around outside as Bowser and one for when you're inside Bowser.
* ''[[Dragon Age II]]'' will play a sustained quavering note from violins as party members are killed and the controlled member loses health, while also muting music, fading between the two. By the time your chosen member is the only one standing and nearly down, the music will be completely mute and the violins will be all you hear. It is worth noting that the violins will still fade in at low health even with music turned off in the options.
* [[Ultima Underworld]] had a soundtrack that followed the action during fight sequences. Ambient music would cycle along until the player took an aggressive action or something attacked, and then the combat theme would come in quite abruptly, both to cue the player that they were in a fight and to ramp up the adrenaline level. There was even a modification to the fight theme that changed the music when the player's health got dangerously low to tip the player off to heal, run or push for the victory before being killed.
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== [[Sports Game]] ==
* ''[[SSX (Video Game)|SSX]] 3'' did this pretty well: each event would have a single track play thought, with sections of the song playing and looping in certain segments, sound effects tied to the song that came on when the player successfully executed a trick and, the most apparent, the music almost going silent whenever the player hits big air, with only the sound of the wind and a VERY muted section of the song playing. When the player would wipe out, lyrics would stop until they got back up to speed or did a decent trick.
** Pretty well my ass. They played the chorus lines for songs over and over again, and that was if you were doing well. These were not pleasant background videogame songs, these were actual licensed songs with lyrics. It was annoying if you hated the song and wanted it to end or liked the song and wanted to hear the entire thing.
*** Also notable in that the song would occasionally skip around, as the game would want you to cross a finish line around a specific point in the song, so at a certain distance from the end, you might notice an obvious skip. However, the player was allowed to pick which songs they wanted to play.
* The original ''[[SSX (Video Game)|SSX]]'' did this as well, albeit more subtly (just varying the levels of each instrument). Added up to a surprisingly beautiful [[Crowning Moment of Awesome]] when you completed the main game and unlocked the 'Untracked' stage, a free ride down a pristine mountain peak with ''Finished Symphony'' by Hybrid playing in the background.
* The BGM speeds up during the challenges in ''[[Backyard Sports|Backyard Skateboarding]]''.
 
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* ''[[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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** A particularly [[Nightmare Fuel|Nightmare Fuelish]] 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 (Video Game)]]'' [[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.
 
 
== [[Third-Person Shooter]] ==
* ''[[Dead Space (Videovideo Gamegame)|Dead Space]]'' has a fairly revolutionary dynamic music system; the background music would rise as you walked through a room, and hold if you stopped.
** By far the worst, though, is that the music sting that would play when enemies were approaching would not be played ''unless the player was looking at the creature''. As a result, it's entirely possible to wander around a room, thinking there's nothing in there, and get stabbed in the back by something that's been stalking you.
*** Complete with a nice little music sting timed just right to go with the stabbing.
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== [[Turn -Based Strategy]] ==
* In the original GBA version of ''[[Yggdra Union]]'', changing your in-battle tactics to Aggressive or Passive would change the tempo of the music and alter its mix slowly. The PSP rerelease has a similar mechanic, but restricts it to the player characters and only loops the first half of each [[Leitmotif]]. Too bad that there's no option to actually trigger the glitch that occasionally makes Yggdra's theme play [[Crowning Music of Awesome|sans bass]] in the GBA version.