History Main / BackgroundMusicOverride

16th May '17 5:45:18 PM nombretomado
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* In ''TwistedMetal: Black'' a more frantic music theme (different for each stage) takes over when there's only one opponent left.

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* In ''TwistedMetal: Black'' ''VideoGame/TwistedMetalBlack'' a more frantic music theme (different for each stage) takes over when there's only one opponent left.
20th Apr '17 10:16:21 AM darkabomination
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* In ''VideoGame/{{Persona 5}}'', the song "Life Will Change" plays on any day you go to challenge the boss of a dungeon, overriding the regular dungeon, safe room, and battle themes. In fact, it only turns off when you challenge bosses or mini-bosses.

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* In ''VideoGame/{{Persona 5}}'', the song "Life Will Change" plays on any day you go to challenge the boss of a dungeon, overriding the regular dungeon, safe room, and battle themes. In fact, it only turns off when you challenge bosses or mini-bosses.mini-bosses.
* In the final level of ''VideoGame/FreedomPlanet'', the life-up jingle is muted, letting the various versions of the Final Dreadnought continue to play. Considering they're all remixes of Lord Brevon's leitmotif, it's appropriate.
16th Mar '17 9:06:05 PM MyFinalEdits
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** The theme of the [=FireCrawlers=] in ''VideoGame/StarFoxAdventures'' is capable of overriding ''any'' other theme, including the barrel chase theme (as seen when Fox rides an [=EarthWalker=] in Dragon Rock and then approaches a [=FireCrawlers=]).

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** The theme of the [=FireCrawlers=] in ''VideoGame/StarFoxAdventures'' is capable of overriding ''any'' other theme, including the barrel chase theme (as seen when Fox rides an [=EarthWalker=] in Dragon Rock and then approaches a [=FireCrawlers=]). This also happens when Fox approaches a [=RedEye=] in Walled City, because they borrow this theme.



* ''VideoGame/{{Pikmin}} 2'', normally, has the area or cave theme heard during gameplay, subtly remixing it when an enemy is close, or when the characters start retrieving a treasure, ''or'' when the player switches between characters. But all of that is subject to change in one of the caves, Submerged Castle. When the Waterwraith comes into scene, the cave's music is completely gone and replaced with a sinister theme, which will keep playing even if the characters approach a treasure or enemy, and no changes will occur during a character switch either. The only music that isn't overriden is the boss theme, which is heard when the Waterwraith can be challenged for a definitive battle.

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* ''VideoGame/{{Pikmin}} 2'', normally, has the area or cave theme heard during gameplay, subtly remixing applying VariableMix into it when an enemy is close, or when the characters start retrieving a treasure, ''or'' when the player switches between characters. But all of that is subject to change in one of the caves, Submerged Castle. When the Waterwraith comes into scene, the cave's music is completely gone and replaced with a sinister theme, which will keep playing even if the characters approach a treasure or enemy, and no changes will occur during a character switch either. The only music that isn't overriden is the boss theme, which is heard when the Waterwraith can be challenged for a definitive battle.



** In the [[spoiler:Genocide Route, entering an empty encounter after having killed off all the monsters in an area will cause the unsettling growling noise you get as the "fight" [=BGM=], aptly titled "[[https://www.youtube.com/watch?v=L9EPrZvArYo But Nobody Came]]", to stick with you for most of what's ahead in the given area. Though the main reason this happens is to indicate you finished up "cleansing" this area of monsters...]]
*** [[spoiler:Can also double as a MusicalSpoiler if you're into fiddling with audio files. Turns out this is a 1200% slower version of [[https://www.youtube.com/watch?v=L2RT1ZiOtHQ Flowey's Theme]].]]

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** In the [[spoiler:Genocide Route, entering an empty encounter after having killed off all the monsters in an area will cause the unsettling growling noise you get as the "fight" [=BGM=], aptly titled "[[https://www.youtube.com/watch?v=L9EPrZvArYo But Nobody Came]]", to stick with you for most of what's ahead in the given area. Though the main reason this happens is to indicate you finished up "cleansing" this area of monsters...]]
*** [[spoiler:Can
monsters. This also double doubles as a MusicalSpoiler if you're into fiddling with audio files. Turns out this is a 1200% slower version of [[https://www.youtube.com/watch?v=L2RT1ZiOtHQ Flowey's Theme]].]]



* In ''VideoGame/TalesOfZestiria'', following the battle with the [[spoiler:dragon Tiamat]], "Rising Up (Reprise)" is continuous in Glaivend Basin once you're able to return there. If you do the sidequest for fighting the Medusa hellions, then it switches to just being the location theme, with the normal battle and victory music playing during battles, but it returns to continuous status if you complete that sidequest.

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* In ''VideoGame/TalesOfZestiria'', following ''VideoGame/TalesOfZestiria'':
** Following
the battle with the [[spoiler:dragon Tiamat]], "Rising Up (Reprise)" is continuous in Glaivend Basin once you're able to return there. If you do the sidequest for fighting the Medusa hellions, then it switches to just being the location theme, with the normal battle and victory music playing during battles, but it returns to continuous status if you complete that sidequest.
16th Mar '17 8:51:22 PM Abodos
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Added DiffLines:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', Hyrule Castle's musical theme will always play even if you encounter enemies, though [[VariableMix a bass line with be added during combat]].
5th Mar '17 5:37:59 AM Windrays
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** The Ocean Palace, where the ominous music keeps going through the battles due to the crisis happening in-game ([[spoiler:The group is racing to stop Queen Zeal from summoning [[EldritchAbomonation Lavos.]]]]This also happens during Magus' Castle.

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** The Ocean Palace, where the ominous music keeps going through the battles due to the crisis happening in-game ([[spoiler:The group is racing to stop Queen Zeal from summoning [[EldritchAbomonation [[EldritchAbomination Lavos.]]]]This also happens during Magus' Castle.
5th Mar '17 5:36:55 AM Windrays
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** The Ocean Palace, where the ominous music keeps going through the battles. This also happens during Magus' Castle.

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** The Ocean Palace, where the ominous music keeps going through the battles. This battles due to the crisis happening in-game ([[spoiler:The group is racing to stop Queen Zeal from summoning [[EldritchAbomonation Lavos.]]]]This also happens during Magus' Castle.
21st Feb '17 5:20:24 PM nombretomado
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*** This also happens in one dungeon in ''CrisisCore'', with its creepy, slow-paced dungeon music.

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*** This also happens in one dungeon in ''CrisisCore'', ''VideoGame/CrisisCore'', with its creepy, slow-paced dungeon music.
21st Feb '17 1:22:13 PM Gosicrystal
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In a game, there's generally separate BattleThemeMusic and a Victory Theme. Then there's a piece of music which is so long that in order to hear all of it in one go, the player would have to sit around in the party-menu screen doing nothing. The developers don't want that to happen, so instead they let the music stay on ''during'' battles and victories and everything else. The music overrides all other normal themes for as long as the players are in the area or for the entire duration of the sequence. This ensures the player will remember the music as intrinsically tied to that scene, area, or sequence; the player sliced monsters in half to this music, they opened treasure chests to this music, they even saw the characters do a victory dance to it.

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In a game, there's generally separate BattleThemeMusic and a Victory Theme. Then there's a piece of music which is [[LongSongShortScene so long that that, in order to hear all of it in one go, the player would have to sit around in the party-menu screen doing nothing.nothing]]. The developers don't want that to happen, so instead they let the music stay on ''during'' battles and victories and everything else. The music overrides all other normal themes for as long as the players are in the area or for the entire duration of the sequence. This ensures the player will remember the music as intrinsically tied to that scene, area, or sequence; the player sliced monsters in half to this music, they opened treasure chests to this music, they even saw the characters do a victory dance to it.



* ''Franchise/{{Disgaea}}''

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* ''Franchise/{{Disgaea}}''''Franchise/{{Disgaea}}'':



* The ''Franchise/FinalFantasy'' series have many more instances of this.

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* The ''Franchise/FinalFantasy'' series have many more instances of this.''Franchise/FinalFantasy'':



* ''Franchise/AceAttorney''

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* ''Franchise/AceAttorney''''Franchise/AceAttorney'':



** Also happens with Athena's theme, [[https://www.youtube.com/watch?v=_YF5kO5_oHw Courtroom Revolutionnaire]], in the final case of ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies''. It's very fittingly used in a Mood Matrix segment, as Athena is [[spoiler:examining Bobby Fulbright with it to show that he expresses no emotions in his voice, exactly matching Dr. Metis Cykes' psychological profile on the Phantom]].

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** Also happens Happens with Athena's theme, [[https://www.youtube.com/watch?v=_YF5kO5_oHw Courtroom Revolutionnaire]], in the final case of ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies''. It's very fittingly used in a Mood Matrix segment, as Athena is [[spoiler:examining Bobby Fulbright with it to show that he expresses no emotions in his voice, exactly matching Dr. Metis Cykes' psychological profile on the Phantom]].
14th Feb '17 12:12:31 PM MyFinalEdits
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* In ''VideoGame/DonkeyKong64'', when you get to Hideout Helm, the level music keeps playing, even inside of the Tag Barrel or when your Kong has transformed. The only exception is during the mini games.

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* In ''VideoGame/DonkeyKong64'', when you get to Hideout Helm, the level music keeps playing, even inside of the Tag Barrel or when your Kong has transformed. The only exception is during the mini games.games and the Battle Crown arena.
14th Feb '17 12:08:49 PM MyFinalEdits
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** ''Monster Hunter Tri'' has three possible battle themes for each stage: The Great Jaggi/Baggi theme, each stage's normal Monster Battle theme, and the theme for the online-only nomad beast "Deviljho". Each overrides the themes before them (Jaggi/Baggi < Stage < Deviljho). ''Monster Hunter 3 Ultimate'' adds a few more songs to the mix, thus becoming Jaggi < Arzuros < Stage < Nargacuga < Zinogre < Brachydios < Deviljho.
** ''4'' and ''4 Ultimate'' introduce a slew of new themes, but of note is the theme used for monsters in Apex status, which has maximum BGM priority, overriding even the Arena theme[[note]]Normally, the Arena theme will play even if any monsters currently alive in the Arena have their own themes[[/note]]!

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** ''Monster Hunter Tri'' has three four possible battle themes for each stage: The Great Jaggi/Baggi theme, each stage's normal Monster Battle theme, the special track for the Arena, and the theme for the online-only nomad beast "Deviljho". Each overrides the themes before them (Jaggi/Baggi < Stage = Arena < Deviljho). ''Monster Hunter 3 Ultimate'' adds a few more songs to the mix, thus becoming Jaggi < Arzuros < Stage < Nargacuga < Zinogre < Brachydios < Tower = Arena < Deviljho.
** ''4'' and ''4 Ultimate'' introduce a slew of new themes, each having a different degree of overriding privilege, but of note is the theme used for monsters in Apex status, which has maximum BGM priority, overriding even the Arena theme[[note]]Normally, the Arena theme will play even if any monsters currently alive in the Arena have their own themes[[/note]]!Arena's and Deviljho's themes.
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