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* ''VideoGame/{{Crashday}}'' has a in-game music player that alternates between two pools (Rock and Electronic) of 9 and 7 tracks each, which play during any match.
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* ''VideoGame/PoliceQuest IV: Open Season'' has two music tracks playing in the Bitty Kitty Club that switch one after the other - a happy dance-oriented one and one that's still upbeat and more like rock.

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* ''VideoGame/PoliceQuest IV: Open Season'' ''VideoGame/PoliceQuest4OpenSeason'' has two music tracks playing in the Bitty Kitty Club that switch one after the other - a happy dance-oriented one and one that's still upbeat and more like rock.
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* ''VideoGame/PoliceQuestIVOpenSeason'' has two music tracks playing in the Bitty Kitty Club that switch one after the other - a happy dance-oriented one and one that's still upbeat and more like rock.

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* ''VideoGame/PoliceQuestIVOpenSeason'' ''VideoGame/PoliceQuest IV: Open Season'' has two music tracks playing in the Bitty Kitty Club that switch one after the other - a happy dance-oriented one and one that's still upbeat and more like rock.



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* ''VideoGame/Va11HallA'' has you make a playlist with songs at the beginning of each day which will play in the order you select throughout the day.

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* ''VideoGame/Va11HallA'' ''VideoGame/Va11Halla'' has you make a playlist with songs at the beginning of each day which will play in the order you select throughout the day.
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Splatoon does not count, this trope is only in effect if multiple different tracks cycle in an area WITHOUT needing to enter or leave for the music to change.


* In the ''Franchise/{{Splatoon}}'' series, different levels in the single-player campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, the [[MultiMookMelee Salmon Run]] mode has its own collection of tracks, with the one chosen depending on the randomized conditions for any given wave.
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* In the ''VideoGame/{{Splatoon}}'' [[VideoGame/Splatoon2 series]], different levels in the singleplayer campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, ''2'''s [[MultiMookMelee Salmon Run]] mode plays one of a selection of three tracks, depending on the randomized conditions for any given wave.

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* In the ''VideoGame/{{Splatoon}}'' [[VideoGame/Splatoon2 series]], ''Franchise/{{Splatoon}}'' series, different levels in the singleplayer single-player campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, ''2'''s the [[MultiMookMelee Salmon Run]] mode plays one has its own collection of a selection of three tracks, with the one chosen depending on the randomized conditions for any given wave.
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Added an example from the work page.

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* ''VideoGame/{{Hyperballoid}}'' has a [=MyMusic=] folder. Putting .mp3 files into it lets you listen to songs in random order.
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Those links seem rather excessive... I haven't seen any pages like to media types (or even trope, the concept which is basically this site's bread) in descriptions or anywhere else.


Most {{video games}} have soundtracks that are rigid and set. Village {{music}} plays in this village, [[BattleThemeMusic regular battle music for this battle]], etc. But there are exceptions to this rule. These are games with Playlist Soundtracks. The soundtrack here, like the name, is handled for at least a major part of the game like a playlist. It has tracks taken from and played (sometimes randomly) from a pool of potential tracks during an area, a part of the story, or even the whole game.

Please note that while at least a major part of the game has to have this, it obviously doesn't need to extend to every last part of the game. Nor does it have to have one "playlist" for the whole game. For example, if a game's levels each have their own little playlists of music while the cutscenes have scripted music, it counts. This {{trope}} also applies to single areas with this same manner of soundtrack and as little as two tracks are enough to make it apply.

Typically this is [[JustifiedTrope justified]] by the music being from somewhere in-universe (e.g. a {{radio}} or the player character's headphones).

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Most {{video games}} video games have soundtracks that are rigid and set. Village {{music}} music plays in this village, [[BattleThemeMusic regular battle music for this battle]], etc. But there are exceptions to this rule. These are games with Playlist Soundtracks. The soundtrack here, like the name, is handled for at least a major part of the game like a playlist. It has tracks taken from and played (sometimes randomly) from a pool of potential tracks during an area, a part of the story, or even the whole game.

Please note that while at least a major part of the game has to have this, it obviously doesn't need to extend to every last part of the game. Nor does it have to have one "playlist" for the whole game. For example, if a game's levels each have their own little playlists of music while the cutscenes have scripted music, it counts. This {{trope}} trope also applies to single areas with this same manner of soundtrack and as little as two tracks are enough to make it apply.

Typically this is [[JustifiedTrope justified]] by the music being from somewhere in-universe (e.g. a {{radio}} radio or the player character's headphones).
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Added an example from the new work page.

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* ''VideoGame/ThreeTones'' switches between tracks when one has finished playing in Arcade and Time Attack modes. You can use the game's tracks or upload your own.
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Added some examples.

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* ''VideoGame/{{KGB}}'''s soundtrack isn't particularly tied to locations or events. It usually switches between two tracks.


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* ''VideoGame/{{Pureya}}'' switches between different songs when it moves on to the next minigame or once it finishes playing.
* ''VideoGame/{{Reactance}} 2'': The sound menu has options to switch between the three tracks once one finishes playing one after the other or randomly.
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Added an example.

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* ''VideoGame/PunkOMatic 2'': The garage cycles between six rock tracks which can also be switched in the options box if your band isn't playing anything.
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* ''VideoGame/TheImpossibleQuiz'': The first two games switch between two songs when one has finished playing during the first 100 questions (but only in versions that have music), "[[Music/BillConti Gotta Fly Now]]" and "[[Music/FlamingLips The Yeah Yeah Yeah Song (Instrumental)]]" for the former as well as "Get It Together" and "Panthera Dash" by The Go! Team for the latter.

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Most video games have soundtracks that are rigid and set. Village music plays in this village, regular battle music for this battle, etc. But there are exceptions to this rule. These are games with Playlist Soundtracks. The soundtrack here, like the name, is handled for at least a major part of the game like a playlist, with tracks taken from and played (sometimes randomly) from a pool of potential tracks during an area, a part of the story, or even the whole game.

Please note that while at least a major part of the game has to have this, it obviously doesn't need to extend to every last part of the game. Nor does it have to have one "playlist" for the whole game For example, if a game's levels each have their own little playlists of music while the cutscenes have scripted music, it counts. This trope also applies to single areas with this same manner of soundtrack and as little as two tracks are enough to make it apply.

Typically this is justified by the music being from somewhere in-universe, such as a radio or the player character's headphones.

to:

Most video games {{video games}} have soundtracks that are rigid and set. Village music {{music}} plays in this village, [[BattleThemeMusic regular battle music for this battle, battle]], etc. But there are exceptions to this rule. These are games with Playlist Soundtracks. The soundtrack here, like the name, is handled for at least a major part of the game like a playlist, with playlist. It has tracks taken from and played (sometimes randomly) from a pool of potential tracks during an area, a part of the story, or even the whole game.

Please note that while at least a major part of the game has to have this, it obviously doesn't need to extend to every last part of the game. Nor does it have to have one "playlist" for the whole game game. For example, if a game's levels each have their own little playlists of music while the cutscenes have scripted music, it counts. This trope {{trope}} also applies to single areas with this same manner of soundtrack and as little as two tracks are enough to make it apply.

Typically this is justified [[JustifiedTrope justified]] by the music being from somewhere in-universe, such as in-universe (e.g. a radio {{radio}} or the player character's headphones.
headphones).




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Large-Scale (Whole game/Most or Most of the game)]]




[[AC: Small-Scale (Specific areas)]]

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[[folder:
Small-Scale (Specific areas)]]



* In the ''VideoGame/{{Splatoon}}'' [[VideoGame/Splatoon2 series]], different levels in the singleplayer campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, ''2'''s [[MultiMookMelee Salmon Run]] mode plays one of a selection of three tracks, depending on the randomized conditions for any given wave.

to:

* In the ''VideoGame/{{Splatoon}}'' [[VideoGame/Splatoon2 series]], different levels in the singleplayer campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, ''2'''s [[MultiMookMelee Salmon Run]] mode plays one of a selection of three tracks, depending on the randomized conditions for any given wave.wave.
[[/folder]]
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* In both ''VideoGame/SouthParkTheStickOfTruth'' and its sequel ''VideoGame/SouthParkTheFracturedButWhole'', the music in certain public locations, like the post office and photo shop, cycles randomly between a collection of songs from [[WesternAnimation/SouthPark the show]], with the implication being that those songs are played on the store radio.

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* In both ''VideoGame/SouthParkTheStickOfTruth'' and its sequel ''VideoGame/SouthParkTheFracturedButWhole'', the music in certain public locations, like the post office and photo shop, cycles randomly between a collection of songs from [[WesternAnimation/SouthPark the show]], with the implication being that those songs are played on the store radio.radio.
* In the ''VideoGame/{{Splatoon}}'' [[VideoGame/Splatoon2 series]], different levels in the singleplayer campaigns all play only one specific track for a given level. However, online multiplayer battles play one song picked from a pool of dozens of different tracks, all said to be made by in-universe bands. Additionally, ''2'''s [[MultiMookMelee Salmon Run]] mode plays one of a selection of three tracks, depending on the randomized conditions for any given wave.

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Added an example from the new work page.


* ''VideoGame/IdleBrainQuest'': The "Random" option makes the game randomly select one of the game's four songs, those being "Revitalize", "2015", "Newest", and "Brainstorm", and switch to another one once it finishes.



* ''VideoGame/{{Linx}}'' cycles between three tracks while you are playing one of the levels.

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* ''VideoGame/{{Linx}}'' cycles between three chiptune tracks while you are playing one of the levels.

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This trope would only apply if more than one track could play one after the other on a single stage in the middle of a battle. The other one's fine, though.


* ''VideoGame/SuperSmashBros'': From ''Brawl'' onward, each stage has a pool of musics to randomly choose from. ''Melee'' had a few stages with a small chance of playing an alternate track.
* ''VideoGame/TheWorldEndsWithYou'': The game has this style of soundtrack as the protagonist, Neku Sakuraba, listens to it through his headphones.

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* ''VideoGame/SuperSmashBros'': From ''Brawl'' onward, each stage has a pool of musics to randomly choose from. ''Melee'' had a few stages with a small chance of playing an alternate track.
* ''VideoGame/TheWorldEndsWithYou'':
*''VideoGame/TheWorldEndsWithYou'': The game has this style of soundtrack as the protagonist, Neku Sakuraba, listens to it through his headphones.
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* The ''VideoGame/CommandAndConquer'' series uses a playlist for in-game music (one feature of the ''Remastered Collection'' is the ability to choose between original versions of the music or reorchestrations by the composer's band). Scripted events in the game may occasionally switch to a pre-derermined music.


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* ''VideoGame/SuperSmashBros'': From ''Brawl'' onward, each stage has a pool of musics to randomly choose from. ''Melee'' had a few stages with a small chance of playing an alternate track.
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Not an example of the trope.


* After beating ''VideoGame/{{Ducktales}}: Remastered'' once on any difficulty, you can go to "Options" from the title screen to switch back and forth between the Remastered and original 8-bit versions of the soundtrack playing during the game. This includes {{Retreaux}} versions of songs played during ''Remastered''-exclusive levels and cutscenes.
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* ''VideoGame/{{Stellaris}}'' has dozens of tracks playing in random order, with no correlation to what's happening in-game. Players can, however, open the playlist and play whatever song they want on a whim, or even disable certain tracks altogether.
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* After beating ''VideoGame/{{Ducktales}}: Remastered'' once on any difficulty, you can go to "Options" from the title screen to switch back and forth between the Remastered and original 8-bit versions of the soundtrack. This includes {{Retreaux}} versions of songs played during ''Remastered''-exclusive levels and cutscenes.

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* After beating ''VideoGame/{{Ducktales}}: Remastered'' once on any difficulty, you can go to "Options" from the title screen to switch back and forth between the Remastered and original 8-bit versions of the soundtrack.soundtrack playing during the game. This includes {{Retreaux}} versions of songs played during ''Remastered''-exclusive levels and cutscenes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* After beating ''VideoGame/{{Ducktales}}: Remastered'' once on any difficulty, you can go to "Options" from the title screen to switch back and forth between the Remastered and original 8-bit versions of the soundtrack. This includes {{Retreaux}} versions of songs played during ''Remastered''-exclusive levels and cutscenes.
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I'm sorry, but only the 2004 part really matches the trope. It's about a soundtrack playing like a playlist, not music you can upload into games yourself.


* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own [[{{UsefulNotes/MP3}} MP3's]] in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file''' as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.

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* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own [[{{UsefulNotes/MP3}} MP3's]] in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you ''VideoGame/UnrealTournament2004'': You could play '''any [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file''' as music for the map or level you were on, including files you converted. You converted, meaning you could make your own playlist of music for the game if you wanted.
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* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own [[{{UsefulNotes/MP3}} MP3's]] in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any'' [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.

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* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own [[{{UsefulNotes/MP3}} MP3's]] in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any'' '''any [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file file''' as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own MP3's in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any'' [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.

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* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own MP3's [[{{UsefulNotes/MP3}} MP3's]] in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any'' [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.
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None



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* ''VideoGame/UnrealTournament'' had music for each level, via "mutators" ({{GameMod}}s) you could play your own MP3's in the game. ''VideoGame/UnrealTournament2004'' took this a step further, ''in the game itself'' you could play '''any'' [[https://en.wikipedia.org/wiki/Vorbis Vorbis]] sound file as music for the map or level you were on, including files you converted. You could make your own playlist of music for the game if you wanted.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GenshinImpact'': For most of the game, it cycles through various short and ambient symphonic tracks depending on the area you're currently in, with each area having their own set playlists to match the atmosphere. Battle themes are not exempt from this either, but unlike area themes, each major nation only has three common battle tracks and will only switch between them if you're out of the action for more than 30 seconds. The only exception to this is inside Domain dungeons and during boss fights, where it'll just keep playing the same track on repeat to match the tension going on.

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* ''VideoGame/GenshinImpact'': For most of the game, it the soundtrack cycles through various short and ambient symphonic tracks depending on the area you're currently in, with each area having their own set playlists to match the atmosphere. Battle themes are not exempt from this either, but unlike area themes, each major nation only has three common battle tracks and will only switch between them if you're out of the action for more than 30 seconds. The only exception to this is inside Domain dungeons and during boss fights, where it'll just keep playing the same track on repeat to match the tension going on.
Is there an issue? Send a MessageReason:
Created from YKTTW

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Most video games have soundtracks that are rigid and set. Village music plays in this village, regular battle music for this battle, etc. But there are exceptions to this rule. These are games with Playlist Soundtracks. The soundtrack here, like the name, is handled for at least a major part of the game like a playlist, with tracks taken from and played (sometimes randomly) from a pool of potential tracks during an area, a part of the story, or even the whole game.

Please note that while at least a major part of the game has to have this, it obviously doesn't need to extend to every last part of the game. Nor does it have to have one "playlist" for the whole game For example, if a game's levels each have their own little playlists of music while the cutscenes have scripted music, it counts. This trope also applies to single areas with this same manner of soundtrack and as little as two tracks are enough to make it apply.

Typically this is justified by the music being from somewhere in-universe, such as a radio or the player character's headphones.

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!! Examples:


[[AC: Large-Scale (Whole game/Most of the game)]]
* ''VideoGame/{{Descent}} II'' had your choice of two soundtracks. A MIDI soundtrack that played a single tune per level on repeat, or red book CD audio soundtrack which would start on a given track at the beginning of a level, but then loop the entire disc if you took enough time to finish the level.
* ''VideoGame/GenshinImpact'': For most of the game, it cycles through various short and ambient symphonic tracks depending on the area you're currently in, with each area having their own set playlists to match the atmosphere. Battle themes are not exempt from this either, but unlike area themes, each major nation only has three common battle tracks and will only switch between them if you're out of the action for more than 30 seconds. The only exception to this is inside Domain dungeons and during boss fights, where it'll just keep playing the same track on repeat to match the tension going on.
* ''VideoGame/GiftClicker'' switches between "Cat Mouse" and "Rainbow Street" by Scott Holmes when the other track has finished playing.
* In ''VideoGame/GoVacation'', the overworld Resort areas have a rotating playlist of songs that play, which are all WithLyrics versions of classic Namco-Bandai tunes. These are interspersed with AnnouncerChatter from radio [=DJs=], who talk about things relevant to the resort you're hearing them in (such as the City Resort announcer talking about skateboard tricks).
* ''VideoGame/{{Hexceed}}'': The game's music randomly switches from one track to another once one of them finishes during gameplay. There are 30 tracks in the official soundtrack.
* A favorite of the ''VideoGame/JetSetRadio'' series. In the first game, each level has a small playlist of music, usually only containing songs pertaining to a specific area (eg. You usually wouldn't hear "Sneakman" in Kogane-Cho). In ''Future'', the music is instead divided by chapter (except for the sewer levels that always have their own playlist) due to the increased length. [[JustifiedTrope Justified]] since the music is coming from the eponymous pirate radio station, Jet Set Radio, and the protagonists are constantly listening to it.
* ''VideoGame/{{Linx}}'' cycles between three tracks while you are playing one of the levels.
*''VideoGame/{{Minecraft}}'': The game's soundtrack is randomized with separate playlists for the Overworld (or Biomes) and the Nether as of the 1.16 update.
* ''VideoGame/{{Ninjala}}'': One of the categories of customisation items is music tracks. In matches, the music tracks selected by all players are shuffled together, and when one track ends, the track chosen by another player is played.
* The ''[[VideoGame/PokerNightAtTheInventory Poker Night at]] [[VideoGame/PokerNight2 the Inventory series]]'' has this for both games during each tournament, drawings from jazz remixes of familiar tunes from most the series represented [[MyFriendsAndZoidberg and]] VideoGame/TheWalkingDead.
* ''VideoGame/TheWorldEndsWithYou'': The game has this style of soundtrack as the protagonist, Neku Sakuraba, listens to it through his headphones.
* ''VideoGame/Va11HallA'' has you make a playlist with songs at the beginning of each day which will play in the order you select throughout the day.

[[AC: Small-Scale (Specific areas)]]
* ''VideoGame/CodenameIceman'' has the Chichi Bar which plays three tracks when you spend time there: a relaxing one, an upbeat one, and a rocking one.
* ''VideoGame/LeisureSuitLarry5PassionatePattiDoesALittleUndercoverWork'' has two areas that switch between three music tracks as you spend time in them. Hard Disk Cafe goes through "Hard Rock Me", which is lighthearted and upbeat, "Hard Rock You", which is calm and relaxing, and "Hard Rock It", which is energetic and is the only that can be described as "rock". K-RAP Radio goes through "K-Rap Rap", "K-Rap Talk", and "K-Rap Rock", which are ExactlyWhatItSaysOnTheTin.
* ''VideoGame/PoliceQuestIVOpenSeason'' has two music tracks playing in the Bitty Kitty Club that switch one after the other - a happy dance-oriented one and one that's still upbeat and more like rock.
* In both ''VideoGame/SouthParkTheStickOfTruth'' and its sequel ''VideoGame/SouthParkTheFracturedButWhole'', the music in certain public locations, like the post office and photo shop, cycles randomly between a collection of songs from [[WesternAnimation/SouthPark the show]], with the implication being that those songs are played on the store radio.

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