History Main / BattleThemeMusic

11th Aug '16 11:16:18 AM bionichamster
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* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. 'Uncontrollable' is used for most of the [[BossInMookClothing Tyrants]], the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use 'NO.EX01', the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to 'NO.EX01', the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the [[BonusBoss Bonus Bosses]] use the last third of CR17S19S8[[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable', while [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest BonusBoss in the game uses the second half of 'raTEoREkiSImeAra'. Finally, both the final fight against Rexoskell (from the infamous Definian Downfall sidequest) and the fight against Interfearence (from Murderess's last affinity mission, Serial Thriller) use 'z30huri2ba0tt12le1110'.[[note]]Hurry battle[[/note]]

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* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. 'Uncontrollable' is used for most Most of the [[BossInMookClothing Tyrants]], Tyrants]] use 'Uncontrollable', the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use 'NO.EX01', [='NO.EX01'=], the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to 'NO.EX01', [='NO.EX01'=], the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the [[BonusBoss Bonus Bosses]] use the last third of CR17S19S8[[note]]Crisis[[/note]], [=CR17S19S8=][[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable', while [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest BonusBoss in the game game, uses the second half of 'raTEoREkiSImeAra'. Finally, both the final fight against Rexoskell (from the infamous Definian Downfall sidequest) and the fight against Interfearence (from Murderess's last affinity mission, Serial Thriller) use 'z30huri2ba0tt12le1110'.[[note]]Hurry [[note]]z30 free battle[[/note]]
7th Aug '16 9:48:57 AM Morgenthaler
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* ''{{Raiden}} IV'' alternates between the ''Raiden II'' and ''Raiden I'' boss themes.

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* ''{{Raiden}} ''VideoGame/{{Raiden}} IV'' alternates between the ''Raiden II'' and ''Raiden I'' boss themes.



* ''TheGuardianLegend'' used more ominous or frantic boss music for the tougher bosses.

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* ''TheGuardianLegend'' ''VideoGame/TheGuardianLegend'' used more ominous or frantic boss music for the tougher bosses.
3rd Aug '16 1:44:37 PM Malady
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Has one for each of its {{Climax Boss}}es.
12th Jul '16 4:30:17 PM MyFinalEdits
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* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. 'Uncontrollable' is used for most of the [[BossInMookClothing Tyrants]], the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use 'NO.EX01', the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to 'NO.EX01', the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the [[BonusBoss Bonus Bosses]] use the last third of CR17S19S8[[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable' and [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest BonusBoss in the game uses the second half of 'raTEoREkiSImeAra'.

to:

* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. 'Uncontrollable' is used for most of the [[BossInMookClothing Tyrants]], the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use 'NO.EX01', the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to 'NO.EX01', the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the [[BonusBoss Bonus Bosses]] use the last third of CR17S19S8[[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable' and 'Uncontrollable', while [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest BonusBoss in the game uses the second half of 'raTEoREkiSImeAra'.'raTEoREkiSImeAra'. Finally, both the final fight against Rexoskell (from the infamous Definian Downfall sidequest) and the fight against Interfearence (from Murderess's last affinity mission, Serial Thriller) use 'z30huri2ba0tt12le1110'.[[note]]Hurry battle[[/note]]
12th Jul '16 10:56:08 AM bionichamster
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Added DiffLines:

* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. 'Uncontrollable' is used for most of the [[BossInMookClothing Tyrants]], the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use 'NO.EX01', the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to 'NO.EX01', the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the [[BonusBoss Bonus Bosses]] use the last third of CR17S19S8[[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable' and [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest BonusBoss in the game uses the second half of 'raTEoREkiSImeAra'.
25th Jun '16 4:38:25 PM nombretomado
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* The ''BaldursGate'' and other Infinity Engine games used BattleThemeMusic several times, often having specific music for random encounters vs. plotted ones and so on. It also has an interesting example has a special song when fighting dragons. No other enemy type receives this particular kind of special score. Since Dragons are powerful and significant foes, they tend to warrant "boss" status, even if they aren't actually major parts of the story. (with one exception in ToB)

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* The ''BaldursGate'' ''VideoGame/BaldursGate'' and other Infinity Engine games used BattleThemeMusic several times, often having specific music for random encounters vs. plotted ones and so on. It also has an interesting example has a special song when fighting dragons. No other enemy type receives this particular kind of special score. Since Dragons are powerful and significant foes, they tend to warrant "boss" status, even if they aren't actually major parts of the story. (with one exception in ToB)
17th Jun '16 5:25:21 AM erforce
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* ''VideoGame/BanjoKazooie'' and its sequel, ''Banjo-Tooie'' does this whenever you take on a boss with the battle music being a more intense version of level's background music. ''VideoGame/DonkeyKong64'', made by the same developers who created the ''Banjo'' games, does the same thing.

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* ''VideoGame/BanjoKazooie'' and its sequel, ''Banjo-Tooie'' ''VideoGame/BanjoTooie'' does this whenever you take on a boss with the battle music being a more intense version of level's background music. ''VideoGame/DonkeyKong64'', made by the same developers who created the ''Banjo'' games, does the same thing.



* ''VideoGame/DonkeyKongCountry'' does this with one boss theme and one final boss theme per game, with the exceptions of ''VideoGame/DonkeyKongCountryReturns'' (each boss has its own theme) and ''VideoGame/DonkeyKongCountry 3'' on GBA, which had a really strange variation. Namely, Arich and Kroctopus (two random bosses) got a different theme, yet all the others, including the final one ''didn't''. No, no reason given for it. Though maybe the fact the game was ChristmasRushed had [[ObviousBeta something to do with it]].

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* ''VideoGame/DonkeyKongCountry'' does this with one boss theme and one final boss theme per game, with the exceptions of ''VideoGame/DonkeyKongCountryReturns'' (each boss has its own theme) and ''VideoGame/DonkeyKongCountry 3'' ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' on GBA, which had a really strange variation. Namely, Arich and Kroctopus (two random bosses) got a different theme, yet all the others, including the final one ''didn't''. No, no reason given for it. Though maybe the fact the game was ChristmasRushed had [[ObviousBeta something to do with it]].
14th Jun '16 2:16:12 AM Doug86
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* The ''Franchise/FireEmblem'' series generally uses the Normal, Major and Villain formula for boss themes, but Radiant Dawn deserves particular mention for having an absolute ton of Villain themes, with nearly every major storyline boss getting their own unique one, including an NPC you never get to fight outside of scripted cutscenes! [[spoiler: Well... sort of.]] It even somewhat Inverts this by giving several late-joining [[EleventhHourSuperpower (but extremely powerful)]] playable characters their own unique battle themes. And they are [[CrowningMusicOfAwesome awesome.]]

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* The ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' series generally uses the Normal, Major and Villain formula for boss themes, but Radiant Dawn deserves particular mention for having an absolute ton of Villain themes, with nearly every major storyline boss getting their own unique one, including an NPC you never get to fight outside of scripted cutscenes! [[spoiler: Well... sort of.]] It even somewhat Inverts this by giving several late-joining [[EleventhHourSuperpower (but extremely powerful)]] playable characters their own unique battle themes. And they are [[CrowningMusicOfAwesome awesome.]]



* ''Franchise/FireEmblem'' has a Battle Theme for both the player and enemy army, Boss Theme and Big Bad Theme until the third game. From the fourth game on there is also a Villain Theme and a special theme for enemy units that could be recruited was only present in the fourth game. Path of Radiance mixed things up by giving new battle themes for both sides midway through the game and Radiant Dawn added battle themes for each army present in the game.

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* ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' has a Battle Theme for both the player and enemy army, Boss Theme and Big Bad Theme until the third game. From the fourth game on there is also a Villain Theme and a special theme for enemy units that could be recruited was only present in the fourth game. Path of Radiance mixed things up by giving new battle themes for both sides midway through the game and Radiant Dawn added battle themes for each army present in the game.
9th Jun '16 6:44:33 AM StFan
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* Each boss in ''VideoGame/{{La-Mulana}}'' has a unique boss theme. [[spoiler:One of the developers even references this, complaining about the fact that this was a lot of work, then humorously realizing he came up with the idea himself.]]
* The SNES version of ''PrinceOfPersia'' has four battle themes: for {{Mook}}s(and the BossRush in Level 19), normal bosses, the GiantSpaceFleaFromNowhere in Level 17, and the FinalBoss.

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* Each boss in ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has a unique boss theme. [[spoiler:One of the developers even references this, complaining about the fact that this was a lot of work, then humorously realizing he came up with the idea himself.]]
* The SNES version of ''PrinceOfPersia'' ''VideoGame/PrinceOfPersia'' has four battle themes: for {{Mook}}s(and the BossRush in Level 19), normal bosses, the GiantSpaceFleaFromNowhere in Level 17, and the FinalBoss.
20th May '16 7:01:26 PM nombretomado
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* ''EternalSonata'' did this well. Let's see... you got the battle theme, Four boss themes, The Villain theme, the next-to-last battle theme, the Final Battle theme (Which is an awesome remake of Frederic Chopin's Revolution, with a ton of string instruments and an epic choir thrown in for the hell of it) and, for Ps3 owners, there's an extra boss who has his own battle theme as well. That's 9 battle tracks in total.

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* ''EternalSonata'' did this well. Let's see... you got the battle theme, Four boss themes, The Villain theme, the next-to-last battle theme, the Final Battle theme (Which is an awesome remake of Frederic Chopin's Revolution, with a ton of string instruments and an epic choir thrown in for the hell of it) and, for Ps3 [=PS3=] owners, there's an extra boss who has his own battle theme as well. That's 9 battle tracks in total.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BattleThemeMusic