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* ''VideoGame/RigidForceAlpha'' has "Versus Machines" for the bosses of Stage 1 and 4, "No Time to Rest" for Stages 2 and 5, "Don't Lose Your Head" for Stage 3 and the FinalBoss's first two phases, and "There Can Be Only One" for the final boss's [[TrueFinalBoss true final phase]].

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** ''Dual Orb II'' has one battle theme, from the first fight to the FinalBoss. And with its crazy-high encounter rate, you'll be hearing it a ''lot''.


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* ''Dual Orb II'' has one battle theme, from the first fight to the FinalBoss. And with its crazy-high encounter rate, you'll be hearing it a ''lot''.
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* The ''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)

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* The ''VideoGame/BaldursGate'' and other Infinity Engine games used BattleThemeMusic Battle theme music 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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* In ''VideoGame/{{Rosenkreuzstilette}}'', the boss characters are mostly associated with the theme music that plays during their stages and the dialogue shared with them before their fights, rather than the boss fights themselves. Nevertheless, ''Rosenkreuzstilette'' had "Arima's Music No. 03" by [=AM3=] for Freu as the opening stage boss and seven of the main bosses, "Arima's Music No. 22" by [=AM3=] for Freu's second fight (which is the only boss theme actually associated with a boss other than Zeppelin and [[spoiler:Iris]]), "Arima's Music No. 15" by [=AM3=] for the Zeppelin Stage bosses, "Fighting Eternally" by Unlimited Hellest for Count Michael Zeppelin, "Closed Garden" by Unlimited Hellest for the [[spoiler:Iris]] Stage bosses and the boss rematches at [[spoiler:Iris]] Stage 3, "Pray to Muse For..." by Song! Cat Room: Unkolyn for the [[spoiler:Iris Machine]], and "Last Battle ~Requiem for Myself~" for [[spoiler:the Iris Capsule and Seraphic Iris]]. In the sequel, ''Rosenkreuzstilette Freudenstachel'', we get "Attacking Game" by Takumi dot Net for Eifer as the opening stage boss and the eight RKS bosses, "Four Heavenly Kings" by DEAD END WONDER for the four Schwarzkreuz bosses and the boss rematches at [[spoiler:Iris]] Stage 3 along with [[spoiler:Karl]] in Pamela's story, "Blue Daemon" by Unlimited Hellest for [[spoiler:Count Michael Zeppelin and Eifer as the Dark Devil]], "The end of last age final destination" by Kamo King for the [[spoiler:Iris Machine]], and "Awakening the Profound Evil" by Wingless Seraph for [[spoiler:a BrainwashedAndCrazy Tia and Seraphic Iris]].

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* In ''VideoGame/{{Rosenkreuzstilette}}'', the boss characters are mostly associated with the theme music that plays during their stages and the dialogue shared with them before their fights, rather than the boss fights themselves. Nevertheless, ''Rosenkreuzstilette'' had "Arima's Music No. 03" by [=AM3=] for Freu as the opening stage boss and seven of the main bosses, "Arima's Music No. 22" by [=AM3=] for Freu's second fight (which is the only boss theme actually associated with a boss other than Zeppelin and [[spoiler:Iris]]), "Fighting Spirit" for the clash between Grolla as a player and Tia as a boss in Grolla's story, "Arima's Music No. 15" by [=AM3=] for the Zeppelin Stage bosses, "Fighting Eternally" by Unlimited Hellest for Count Michael Zeppelin, "Closed Garden" by Unlimited Hellest for the [[spoiler:Iris]] Stage bosses and the boss rematches at [[spoiler:Iris]] Stage 3, "Pray to Muse For..." by Song! Cat Room: Unkolyn for the [[spoiler:Iris Machine]], and "Last Battle ~Requiem for Myself~" for [[spoiler:the Iris Capsule and Seraphic Iris]]. In the sequel, ''Rosenkreuzstilette Freudenstachel'', we get "Attacking Game" by Takumi dot Net for Eifer as the opening stage boss and the eight RKS bosses, "Four Heavenly Kings" by DEAD END WONDER for the four Schwarzkreuz bosses and the boss rematches at [[spoiler:Iris]] Stage 3 along with [[spoiler:Karl]] in Pamela's story, "Blue Daemon" by Unlimited Hellest for [[spoiler:Count Michael Zeppelin and Eifer as the Dark Devil]], "The end of last age final destination" by Kamo King for the [[spoiler:Iris Machine]], and "Awakening the Profound Evil" by Wingless Seraph for [[spoiler:a BrainwashedAndCrazy Tia and Seraphic Iris]].
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Case in point, I didn't know this either. X_x


** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, starting from the third generation, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme (in the first two generations, the simply use the current stage's battle theme). Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Lastly, standard large monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well due to their nomadic nature and exceptional danger level.

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** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, starting from the third generation, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme (in the first two generations, the simply use the current stage's battle theme; the only exception is King Shakalaka in ''Freedom Unite'', which does have its own theme). Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Lastly, standard large monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well due to their nomadic nature and exceptional danger level.
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There's so much I don't know about the games I didn't play that I truly lament having gotten into those series so late (the older games often differ from the later ones in various ways, including battle music) ='(


** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme. Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Lastly, standard large monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well due to their nomadic nature and exceptional danger level.

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** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, starting from the third generation, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme.theme (in the first two generations, the simply use the current stage's battle theme). Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Lastly, standard large monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well due to their nomadic nature and exceptional danger level.



** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth), and one for the ultimate BonusBoss that is fought in the postgame BonusDungeon (the exceptions are the original game and ''Legends of the Titan'', with the former reusing the standard boss music and the latter using both the regular boss theme in the first phase and the final boss theme in the second).

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** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth), and in some games one for the ultimate BonusBoss that is fought in the postgame BonusDungeon (the exceptions ones that don't have this are games one, two and four: Primevil in the original game and ''Legends of the Titan'', with the former reusing reuses the standard boss music music, Ur-Child in the second reuses the final boss music, and Warped Savior in the latter using fourth uses both the regular boss theme in the first phase and the final boss theme in the second).
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** In ''VideoGame/CastlevaniaSymphonyOfTheNight'', there is Festival of Servants for Normal boss battles, Death Ballad for Major boss battles like Death or Shaft, Enchanted Banquet for Medusa and Succubus, Dance of Illusions for Dracula in the intro, Blood Relations for [[spoiler:[[ClimaxBoss Richter]]]], and Black Banquet for the FinalBoss against Dracula again.

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** In ''VideoGame/CastlevaniaSymphonyOfTheNight'', there is Festival "Festival of Servants Servants" for Normal boss battles, Death Ballad "Death Ballad" for Major boss battles like Death or Shaft, Enchanted Banquet "Enchanted Banquet" for Medusa and Succubus, Dance "Dance of Illusions Illusions" for Dracula in the intro, Blood Relations "Blood Relations" for [[spoiler:[[ClimaxBoss Richter]]]], and Black Banquet "Black Banquet" for the FinalBoss fight against Dracula again.



** In ''VideoGame/{{Metroid 1}}'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.

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** In ''VideoGame/{{Metroid 1}}'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Zero Mission'' for its Mecha Ridley rematch, and another in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.



** ''VideoGame/MetroidFusion'' amd ''[[VideoGame/MetroidZeroMission Zero Mission]]'' spare themselves the music sharing headache from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).

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** ''VideoGame/MetroidFusion'' amd ''[[VideoGame/MetroidZeroMission Zero Mission]]'' spare themselves the music sharing headache conundrum from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).



** Each regular boss in ''World of Light'' mode in ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' plays whichever theme it plays in its franchise of origin. The original boss themes incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]

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** Each regular boss in ''World of Light'' mode in ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' plays whichever theme it plays for them in its franchise of origin. The original boss themes incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]
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Oops


** In the original ''VideoGame/{{Metroid1}}'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.

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** In the original ''VideoGame/{{Metroid1}}'', ''VideoGame/{{Metroid 1}}'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.



** ''VideoGame/MetroidFusion'' amd ''[[MetroidZeroMission Zero Mission]]'' spare themselves the music sharing headache from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).

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** ''VideoGame/MetroidFusion'' amd ''[[MetroidZeroMission ''[[VideoGame/MetroidZeroMission Zero Mission]]'' spare themselves the music sharing headache from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).

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Adding new examples. I know the Prime subseries is often categorized as FPS, but grouped it alongside the other Metroid examples for the sake of organization. To make up for it, I gave the FPS folder a new example (ROTT)


* ''VideoGame/MetroidIIReturnOfSamus'' (and, by extension, ''VideoGame/MetroidSamusReturns'') have different music for the evolved Metroid battles (also, unrelated to Villain and Boss, regular monsters that are more dangerous get an [[https://www.youtube.com/watch?v=3cWbLagjxbA ominous theme]]).

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* ''Franchise/{{Metroid}}'':
** In the original ''VideoGame/{{Metroid1}}'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.
**
''VideoGame/MetroidIIReturnOfSamus'' (and, by extension, ''VideoGame/MetroidSamusReturns'') have different music for the evolved Metroid battles (also, unrelated to Villain and Boss, regular monsters that are more dangerous get an [[https://www.youtube.com/watch?v=3cWbLagjxbA ominous theme]]). ''Samus Returns'' gives Diggernaut a modern remix of Arachnus's ''VideoGame/MetroidFusion'' theme (Arachnus itself debuted in the original ''Metroid II'', but used a different track).
** ''VideoGame/MetroidFusion'' amd ''[[MetroidZeroMission Zero Mission]]'' spare themselves the music sharing headache from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).
** The ''VideoGame/MetroidPrimeTrilogy'' series has a unique theme for every major boss. Mini-bosses either share themes with each other or borrow enemy encounter themes (''VideoGame/MetroidPrime3Corruption'' makes an exception with the corrupted hunters, as does ''VideoGame/MetroidPrimeHunters'' with the rival hunters, giving each of them a special battle theme).
** ''VideoGame/MetroidOtherM'' gives each boss and mini-boss a unique theme, except Phantoon (it reuses Metroid Queen's).



* The major boss themes for ''World of Light'' mode in ''VideoGame/SuperSmashBrosUltimate'' incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]

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* The major ''VideoGame/SuperSmashBros'':
** Traditionally, Master Hand and Crazy Hand use the battle music of Final Destination (said music changes from game to game). An exception for Crazy Hand occurs in the BossRush mode in ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'', where it instead borrows the theme of Giga Bowser (which debuted in ''[[VideoGame/SuperSmashBrosMelee Melee]]'' alongside Giga Bowser himself).
** Every
boss themes for in the Subspace Emissary mode of ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' uses a tense, dramatic theme from the universe they're representing (in the case of Ridley and Meta Ridley, it's their flagship battle theme from the ''Metroid'' series). Since Duon and Galleom are original bosses, they share a BossRemix of the game's main theme instead. Tabuu, another original boss and the last one in the mode, uses a completely new theme.
** In ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Smash 4]]'', the only new boss to have its own theme is Master Core, the TrueFinalBoss of Classic Mode. The other new bosses, due to their default status as stage hazards (they only act as true bosses in the Event Matches as well as Smash Tour), simply use whatever music their stages they're currently playing.
** Each regular boss in
''World of Light'' mode in ''VideoGame/SuperSmashBrosUltimate'' ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' plays whichever theme it plays in its franchise of origin. The original boss themes incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]



* The ''VideoGame/MetroidPrimeTrilogy'' series has a unique theme for every major boss. Mini-bosses either share themes with each other or borrow enemy encounter themes (''VideoGame/MetroidPrime3Corruption'' makes an exception with the corrupted hunters, as does ''VideoGame/MetroidPrimeHunters'' with the rival hunters, giving each of them a special battle theme).



* ''VideoGame/RiseOfTheTriad'' has "Hellero", shared among all episodic bosses (including the last one).



* Done in ''VideoGame/{{Xenosaga}}'' Episode III, where almost every boss has his personal battle theme.
* In ''VideoGame/{{Xenosaga}}'' ep. I, every boss had the same battle theme. In fact, every battle of the game, with the exception of the last battle, used the exact same music.
* The majority of the story bosses in ''VideoGame/{{Xenoblade}}'' use the same theme, though the songs from the cutscenes preceding them sometimes carry on into the fight, then are replaced by the usual boss theme once they finish. Another boss theme is used for all of the [[BossInMookClothing unique monsters]] and some of the story bosses as well, usually in situations where the party is making a comeback after getting roughed up by the boss in the previous cutscene.
* ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. Most of the [[BossInMookClothing 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'=], 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]]z30 free battle[[/note]]

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* Done Games in ''VideoGame/{{Xenosaga}}'' the ''Xeno'' metaseries:
** ''VideoGame/{{Xenogears}}'' has Knight of Fire as the standard boss music, and "Awakening" as the FinalBoss music.
** In ''VideoGame/{{Xenosaga}}
Episode III, where almost I'', every boss has his personal battle theme.
* In ''VideoGame/{{Xenosaga}}'' ep. I, every boss had
the same battle theme. In theme; in fact, every battle of the game, with the exception of the last battle, used uses the exact same music.
*
music. ''Episode II'' adds a Minor Boss theme to the mix. Conversely, in ''Episode III'', almost every boss has his personal battle theme.
**
The majority of the story bosses in ''VideoGame/{{Xenoblade}}'' use the same theme, though the songs from the cutscenes preceding them sometimes carry on into the fight, then are replaced by the usual boss theme once they finish. Another boss theme is used for all of the [[BossInMookClothing unique monsters]] and some of the story bosses as well, usually in situations where the party is making a comeback after getting roughed up by the boss in the previous cutscene.
* ** ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. Most of the [[BossInMookClothing 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'=], 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]]z30 free battle[[/note]]



** One of the large monsters that appear recurringly in the series, Khezu, is notable for averting this trope: No music is heard when you fight it. Originally, this was because of the monster's blindness - in the very first game, monsters have to see the hunter so the fight proper starts, and thus the level's battle theme (or the monster's unique theme if it has it) is heard. Even though Khezu can sense the hunter via smell and fight against him/her, the game still won't play any music. Subsequent games changed the mechanic by having the music trigger when ''any'' large monster (including other blind monsters, such as Gigginox which traces its preys' internal heat) notices the player no matter how, but Khezu's battles remain silent for the sake of tradition.

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** One of the large monsters that appear recurringly in the series, Khezu, is notable for averting this trope: No music is heard when you fight it. Originally, this was because of the monster's blindness - in the very first game, monsters have to see the hunter so the fight proper starts, and thus the level's battle theme (or the monster's unique theme if it has it) is heard. Even though Khezu can sense the hunter via smell and fight against him/her, the game still won't play any music. Subsequent games changed the mechanic by having the music trigger when ''any'' large monster (including other blind monsters, such as Gigginox which traces its preys' internal heat) notices the player no matter how, but Khezu's battles remain silent [[GrandfatherClause for the sake of tradition.]]
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* ''Franchise/ShinMegamiTenseiPersona'':

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* ''Franchise/ShinMegamiTenseiPersona'':''Franchise/{{Persona}}'':
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* The major boss themes for ''World of Light'' mode in ''VideoGame/SuperSmashBrosUltimate'' incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]
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** ''VideoGame/FinalFantasyVIIRemake'', naturally, features a fresh arrangement of "[[https://www.youtube.com/watch?v=mRtopyUBoLA Those Who Fight Further]]" for boss fights. The Airbuster, however, has a [[https://www.youtube.com/watch?v=cQDLBKpbXQU unique variation]] of the theme that mixes OrchestralBombing and OminousLatinChanting with [[AutobotsRockOut blaring rock guitars and heavy drums]]/

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** ''VideoGame/FinalFantasyVIIRemake'', naturally, features a fresh arrangement of "[[https://www.youtube.com/watch?v=mRtopyUBoLA Those Who Fight Further]]" for boss fights. The Airbuster, however, has a [[https://www.youtube.com/watch?v=cQDLBKpbXQU unique variation]] of the theme that mixes OrchestralBombing and OminousLatinChanting with [[AutobotsRockOut blaring rock guitars and heavy drums]]/drums]].
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** ''VideoGame/FinalFantasyVIIRemake'', naturally, features a fresh arrangement of "[[https://www.youtube.com/watch?v=mRtopyUBoLA Those Who Fight Further]]" for boss fights. The Airbuster, however, has a [[https://www.youtube.com/watch?v=cQDLBKpbXQU unique variation]] of the theme that mixes OrchestralBombing and OminousLatinChanting with [[AutobotsRockOut blaring rock guitars and heavy drums]]/
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* ''VideoGame/FinalFantasyXIV'' features unique battle themes, often with lyrics, to accompany its boss battles. In the case of primal bosses, they cross over with VillainSong and BraggingThemTune. From the 2.0 version of the game, alone, we have:

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* ''VideoGame/FinalFantasyXIV'' features unique battle themes, often with lyrics, to accompany its boss battles. In the case of primal bosses, they cross over with VillainSong and BraggingThemTune.BraggingThemeTune. From the 2.0 version of the game, alone, we have:



** "[[https://www.youtube.com/watch?v=pCcbKY7d0dc Good King Moggle Mog XII]]", the eponymous theme of the Good King Moggle Mog: a bragging theme for the Good King and his Moggleguard in a style reminiscent of "[[Film/TheNightmareBeforeChristmas This is Halloween]]".

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** "[[https://www.youtube.com/watch?v=pCcbKY7d0dc Good King Moggle Mog XII]]", the eponymous theme of the Good King Moggle Mog: a bragging theme for the Good King and his Moggleguard in a style reminiscent of "[[Film/TheNightmareBeforeChristmas "[[WesternAnimation/TheNightmareBeforeChristmas This is Halloween]]".
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* ''VideoGame/FinalFantasyXIV'' features unique battle themes, often with lyrics, to accompany its boss battles. In the case of primal bosses, they cross over with VillainSong and BraggingThemTune. From the 2.0 version of the game, alone, we have:
** "[[https://www.youtube.com/watch?v=nMLl98A0v8k Primal Judgment]]", the theme of Ifrit. OrchestralBombing ensues.
** "[[https://www.youtube.com/watch?v=bDEPwFmBQXM Under the Weight]]", the theme of the final phase of the battle against Titan: a hard-hitting industrial theme with lyrics illustrating Titan's killer intent.
** "[[https://www.youtube.com/watch?v=zqJRnD5HuZw Fallen Angel]]", the theme of Garuda. After a tense intro with a creepy organ, Garuda whispers "''Now, fall!''", and [[AutobotsRockOut the electric guitars kick in]].
** "[[https://www.youtube.com/watch?v=pCcbKY7d0dc Good King Moggle Mog XII]]", the eponymous theme of the Good King Moggle Mog: a bragging theme for the Good King and his Moggleguard in a style reminiscent of "[[Film/TheNightmareBeforeChristmas This is Halloween]]".
** "[[https://www.youtube.com/watch?v=xhZiZf0M-hQ Through the Maelstrom]]", the theme of Leviathan, a rock anthem with lyrics from Leviathan's devotees begging for deliverance.
** "[[https://www.youtube.com/watch?v=HydzCxbzXGU Thunder Rolls]]", the theme of Ramuh, opens with a OneWomanWail before the song commences in earnest, slow and methodical as the Lord of Levin.
** "[[https://www.youtube.com/watch?v=RHkMfJBDFZM Oblivion]]", the theme of Shiva: a full-blown punk rock theme with lyrics from the perspective of Shiva's summoner as she dispenses with her fear of death.
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** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth), and one for the ultimate Bonusboss that is fought in the postgame BonusDungeon (the exceptions are the original game and ''Legends of the Titan'', with the former reusing the standard boss music and the latter using both the regular boss theme in the first phase and the final boss theme in the second).

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** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth), and one for the ultimate Bonusboss BonusBoss that is fought in the postgame BonusDungeon (the exceptions are the original game and ''Legends of the Titan'', with the former reusing the standard boss music and the latter using both the regular boss theme in the first phase and the final boss theme in the second).
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** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, and one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth). In some games, such as ''The Drowned City'' and ''Beyond the Myth'', the ultimate BonusBoss (the one fought in the sixth stratum) gets its own theme; others reuse a previous boss theme.

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** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, and one theme for the Elemental Dragons and other {{Bonus Boss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth). In some games, such as ''The Drowned City'' fifth), and ''Beyond the Myth'', one for the ultimate BonusBoss (the one Bonusboss that is fought in the sixth stratum) gets its own theme; others reuse a previous postgame BonusDungeon (the exceptions are the original game and ''Legends of the Titan'', with the former reusing the standard boss theme.music and the latter using both the regular boss theme in the first phase and the final boss theme in the second).



** ''Nexus'' has, in addition to its own boss themes, familiar tracks that correspond to the returning bosses from previous games.

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** Being a MegamixGame, ''Nexus'' has, in addition to its own boss themes, has many familiar tracks that correspond to the returning bosses bosses, minibosses and F.O.E. from previous games.games; in addition, the otherwise new boss of the postgame stratum borrows the theme of the ultimate superboss from the third game ("Calling That Detestable Name"). But it also has a new theme for the bosses fought in the first three Shrines (the fourth Shrine's boss borrows "Towering Pair" instead), as well as one for the Shrines' and overworld's F.O.E. and one for the standard FinalBoss.
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** Some of the 3D games have special battle themes heard during certain cases: ''Ocarina of Time'' has part of the evolving Hyrule Field theme sounding when an enemy is fought there. ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', in addition to repeating the trend with its own Hyrule Field, adds the Twilight Beast battle theme, as well as {{Variable Mix}}es of the local music themes. The night battle music in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', heard when sailing during night, differs from the regular enemy theme.

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** Some of the 3D games have special battle themes heard during certain cases: ''Ocarina of Time'' has part of the evolving Hyrule Field theme sounding when an enemy is fought there. ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', in addition to repeating the trend with its own Hyrule Field, adds the Twilight Shadow Beast battle theme, theme (which in turn has a BossRemix when fighting Twilit Bloat), as well as {{Variable Mix}}es of the local music themes. The night battle music in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', heard when sailing during night, differs from the regular enemy theme.
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* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style, leading into the Intermission theme.

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* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style, leading into the Intermission theme. ''DD 1'' was planned to use the ''FF'' type, but the post-fanfare cue, appropriately titled "After the Battle" on the OST, ended up being a CutSong.
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* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style.

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* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style.style, leading into the Intermission theme.
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* ''VideoGame/{{Fallout 4}}'' has standard "Level Up" and "Quest Completed" fanfares, plus fanfares based on the four story factions' {{leitmotif}}s when completing their respective quests.

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* ''VideoGame/{{Fallout 4}}'' has standard "Level Up" and "Quest Completed" fanfares, fanfares in the style of ''Dragon Quest'', plus fanfares based on the four story factions' {{leitmotif}}s when completing their respective quests.
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[[folder:Beat 'em Up]]
* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style.
[[/folder]]
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* In ''VideoGame/OriAndTheWillOfTheWisps'', the fanfares for acquiring a new Ability, completing a Quest, and being victorious in a battle are arranged to the instrumentation and key of the current dungeon's BGM.

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* In ''VideoGame/OriAndTheWillOfTheWisps'', the ''VideoGame/OriAndTheWillOfTheWisps'' has ''VideoGame/DragonQuest''-style fanfares for acquiring a new Ability, completing a Quest, and being victorious in a battle battle, which are [[EvolvingMusic arranged to match the instrumentation and key of the current dungeon's BGM.BGM]].

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[[folder:Platform Game]]
* In ''VideoGame/OriAndTheWillOfTheWisps'', the fanfares for acquiring a new Ability, completing a Quest, and being victorious in a battle are arranged to the instrumentation and key of the current dungeon's BGM.
* ''VideoGame/TeenageMutantNinjaTurtles'' for the NES has a ''Dragon Quest''-style fanfare upon defeating a MiniBoss, and another one after beating the end boss of an Area.
[[/folder]]
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** In the arcade version of ''Double Dragon II'', each boss has a unique theme music. In the NES version, a generic boss theme (the same tune that was used for Abore, the Mission 2 boss, in the arcade version) is used for all the bosses, except the player's [[MirrorBoss evil clone]] (who uses a different boss theme than the one in the arcade version, whose theme was instead used for Mission 6 in the NES version) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard). The ''Trilogy'' port uses "Night Sky Tension"(the Chopper stage theme from the NES version) for the first three bosses, and "Roar of the Double Dragons"(the NES TrueFinalBoss theme) for the climactic battle with Willy and his minions, but retains "Wicked God" for the MirrorBoss.

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** In the arcade version of ''Double Dragon II'', each boss has a unique theme music. In the NES version, a generic boss theme (the same tune that was used for Abore, the Mission 2 boss, in the arcade version) is used for all the bosses, except the player's [[MirrorBoss evil clone]] (who uses a different boss theme than the one in the arcade version, whose theme was instead used for Mission 6 in the NES version) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard). The ''Trilogy'' port uses "Night Sky Tension"(the Chopper stage theme from the NES version) for the first three bosses, and "Roar of the Double Dragons"(the aforementioned NES TrueFinalBoss theme) for the climactic battle with Willy and his minions, but retains "Wicked God" for the MirrorBoss.
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** In the arcade version of ''Double Dragon II'', each boss has a unique theme music. In the NES version, a generic boss theme (the same tune that was used for Abore, the Mission 2 boss, in the arcade version) is used for all the bosses, except the player's [[MirrorBoss evil clone]] (who uses a different boss theme than the one in the arcade version) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard).

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** In the arcade version of ''Double Dragon II'', each boss has a unique theme music. In the NES version, a generic boss theme (the same tune that was used for Abore, the Mission 2 boss, in the arcade version) is used for all the bosses, except the player's [[MirrorBoss evil clone]] (who uses a different boss theme than the one in the arcade version, whose theme was instead used for Mission 6 in the NES version) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard).bodyguard). The ''Trilogy'' port uses "Night Sky Tension"(the Chopper stage theme from the NES version) for the first three bosses, and "Roar of the Double Dragons"(the NES TrueFinalBoss theme) for the climactic battle with Willy and his minions, but retains "Wicked God" for the MirrorBoss.
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** In ''VideoGame/SuperMarioMaker'', the signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead. ''VideoGame/SuperMarioMaker2'' adds a second theme for each game style, namely the FinalBoss theme (again, the original SMB lacked any sort of boss music, so in ''Maker 2'' it borrows the Bowser battle theme from ''[=SMB3=]'').

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** In ''VideoGame/SuperMarioMaker'', the signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead. ''VideoGame/SuperMarioMaker2'' adds a second theme for each game style, namely the FinalBoss theme (again, the original SMB lacked any sort of boss music, so in ''Maker 2'' it borrows the Bowser battle theme from ''[=SMB3=]'').''[=SMB3=]''); the game also has boss music (both regular and final) from ''Super Mario Bros. 2'' and ''Zelda II: The Adventure of Link'', heard when the player's character triggers the boss music while using the [=SMB2=] Mushroom and Master Sword respectively.



* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Any time you're in a Space Pirate research facility in the first game, a [[DroneOfDread drone]] ambient track starts playing, changing to a full-fledged "Space Pirate Battle" theme when the Pirates appear. Another special battle theme is used for both the Chozo Ghosts in the Chozo Ruins and the [[GiantMook Elite Pirates]] in the Phazon Mines. ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations. ''VideoGame/MetroidPrime3Corruption'' has one per planet, with the one in Pirate Homeworld being the familiar "Space Pirate Battle" music. Lastly, many of these themes are also used for minibosses.

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* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Any time you're in a Space Pirate research facility in [[VideoGame/MetroidPrime the first game, game]], a [[DroneOfDread drone]] ambient track starts playing, changing to a full-fledged "Space Pirate Battle" theme when the Pirates appear. Another appear; another special battle theme is used for both the Chozo Ghosts in the Chozo Ruins and the [[GiantMook Elite Pirates]] in the Phazon Mines. ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations. ''VideoGame/MetroidPrime3Corruption'' has one per planet, with the one in Pirate Homeworld being the familiar "Space Pirate Battle" music. Lastly, many of these themes are also used for minibosses.
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* ''VideoGame/OriAndTheWillOfTheWisps'' uses {{Variable Mix}}es of the regional BGM's for {{Inescapable Ambush}}es as well as Combat Shrines.
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** The first three TwoPointFiveD games (''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' and ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'') each have a battle theme in the style of those of the console 3D games (with the one in ''Phantom Hourglass'' being borrowed from its predecessor ''The Wind Waker''), but is only heard in dungeons when Link is ambushed by a group of enemies (note that they're not MiniBoss battle themes, because those games already have them for actual minibosses).

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** The first three TwoPointFiveD games (''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' and ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'') each have a battle theme in the style of those of the console 3D games (with the one in ''Phantom Hourglass'' being borrowed from its predecessor ''The Wind Waker''), but is only heard in dungeons when Link is ambushed by a group of enemies (note that they're not MiniBoss battle themes, because those games already have them music for actual minibosses).



* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Any time you're in a Space Pirate research facility in the first game, a [[DroneOfDread drone]] ambient track starts playing, changing to a full-fledged "Space Pirate Battle" theme when the Pirates appear. Another special battle theme is used for both the Chozo Ghosts in the Chozo Ruins and the [[GiantMook Elite Pirates]] in the Phazon Mines. ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations.

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* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Any time you're in a Space Pirate research facility in the first game, a [[DroneOfDread drone]] ambient track starts playing, changing to a full-fledged "Space Pirate Battle" theme when the Pirates appear. Another special battle theme is used for both the Chozo Ghosts in the Chozo Ruins and the [[GiantMook Elite Pirates]] in the Phazon Mines. ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations. ''VideoGame/MetroidPrime3Corruption'' has one per planet, with the one in Pirate Homeworld being the familiar "Space Pirate Battle" music. Lastly, many of these themes are also used for minibosses.
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None


** In ''VideoGame/SuperMarioMaker'', the signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead. ''VideoGame/SuperMarioMaker2'' adds a second theme for each game style, namely the FinalBoss theme (again, the original SMB lacked any sort of boss music, so in ''Maker 2'' it borrows the Bowser battle theme from ''Mario 3'').

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** In ''VideoGame/SuperMarioMaker'', the signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead. ''VideoGame/SuperMarioMaker2'' adds a second theme for each game style, namely the FinalBoss theme (again, the original SMB lacked any sort of boss music, so in ''Maker 2'' it borrows the Bowser battle theme from ''Mario 3'').''[=SMB3=]'').



** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme. Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Yian Garuga, Rajang and Deviljho, despite being standard large monsters, have their own unique battle themes as well.

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** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme. Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax and Nergigante all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Yian Garuga, Rajang and Deviljho, despite being Lastly, standard large monsters, monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well.well due to their nomadic nature and exceptional danger level.



** The games, with one exception, have each three music themes for the enemy encounters: The standard battle theme, heard during the first 60% of the main campaign (the first three strata); the music for encounters that take place in the fourth and fifth strata (in ''Legends of the Titan'', this music is also used in the portions of the previous strata that are unveiled near the end of the game); and the music for encounters inside the resident BonusDungeon. ''The Drowned City'' lacks a third battle theme, meaning it keeps using the second one for its secret stratum.

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** The games, with one exception, have each three music themes for the enemy encounters: The standard battle theme, heard during the first 60% of the main campaign (the first three strata); the music for encounters that take place in the fourth and fifth strata (in ''Legends of the Titan'', this music is also used in the portions of the previous strata that are unveiled near the end of the game); and the music for encounters inside the resident BonusDungeon. ''The Drowned City'' lacks a third battle theme, meaning it keeps using the second one for its secret stratum. The two ''Untold'' remakes each add one extra battle theme to their catalogue, heard in the extra dungeon.

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