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* ''VideoGame/{{OuterWilds}}'' has music for several areas of the game, but all of them are overridden when the track End times starts. After a while, players will learn to recognise that it means ExactlyWhatItSaysOnTheTin.

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* ''VideoGame/{{OuterWilds}}'' has In ''VideoGame/OuterWilds'', whatever background music for several areas of the game, but all of them are overridden is normally playing is [[BackgroundMusicOverride overriden]] when the track End times starts. After a while, players will learn [[https://www.youtube.com/watch?v=t5vG4Be1Ci8 "End Times"]] starts to recognise play. It won't take long for a player to recognize that it this means ExactlyWhatItSaysOnTheTin.



* The background music in ''VideoGame/AmongUs'''s Hide and Seek mode manages to qualify as all three variants at once. From the Crewmate's perspective, it starts as "Song in the Key of Warning" as it gets louder and more intense the closer the Impostor is. Once the Final Hide kicks in, it becomes "Nearing-the-End Music" for the Crewmates and "Hurry Music" for the Impostor.
* ''VideoGame/OuterWilds'', in addition to the "Nearing the End" example above, has another case that fits all three categories of this trope at once. If you [[spoiler:reach the Ash Twin Project and remove its Advanced Warp Core]], an even more intense variant of "End Times" starts playing, [[https://www.youtube.com/watch?v=6zlSUvWU6z8 "Final Voyage,"]] to emphasize that you need to hurry up and complete your TimedMission because you are now OutOfContinues, but you also have what you need to reach a proper ending to the game.



* The background music in ''VideoGame/AmongUs'''s Hide and Seek mode manages to qualify as all three variants at once. From the Crewmate's perspective, it starts as "Song in the Key of Warning" as it gets louder and more intense the closer the Impostor is. Once the Final Hide kicks in, it becomes "Nearing-the-End Music" for the Crewmates and "Hurry Music" for the Impostor.
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* ''VideoGame/NeedForSpeed III: Hot Pursuit'' did this if you were using the rock or techno VariableMix pertaining to the track, the music would switch to a short, intense loop when you were being chased by the police, then there was a more intense loop when they were close. Rom Di Prisco opted for shorter, three-to-five second loops while others like Matt Ragan and Saki Kaskas had longer chase loops around fifteen-to-twenty seconds long.

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* ''VideoGame/NeedForSpeed III: Hot Pursuit'' ''VideoGame/NeedForSpeedIIIHotPursuit'' did this if you were using the rock or techno VariableMix pertaining to the track, the music would switch to a short, intense loop when you were being chased by the police, then there was a more intense loop when they were close. Rom Di Prisco opted for shorter, three-to-five second loops while others like Matt Ragan and Saki Kaskas had longer chase loops around fifteen-to-twenty seconds long.



* ''VideoGame/NeedForSpeed Carbon'' plays a more intense and climatic version of the VariableMix used on races when you reach the last stretch of a race.

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* ''VideoGame/NeedForSpeed Carbon'' ''VideoGame/NeedForSpeedCarbon'' plays a more intense and climatic version of the VariableMix used on races when you reach the last stretch of a race.
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* ''VideoGame/GoldenEye1997'' did this in TimedMission or high-alert situations. Notably, the alert versions of the "Bunker 1" and "Bunker 2" themes are swapped in-game, perhaps accidentally. ''VideoGame/PerfectDark'' takes it even further with every stage's track having an alternate "X" version that plays when an alarm is triggered or you are at a mission critical point.

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* ''VideoGame/GoldenEye1997'' did this in TimedMission or high-alert situations. Notably, the alert versions of the "Bunker 1" and "Bunker 2" themes are swapped in-game, perhaps accidentally. ''VideoGame/PerfectDark'' takes it even further continues the trend with every stage's track having an alternate "X" version that plays when an alarm is triggered or you are at a mission critical point.
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* ''VideoGame/GoldenEye1997'' did this in TimedMission or high-alert situations. ''VideoGame/PerfectDark'' takes it even further with every stage's track having an alternate "X" version that plays when an alarm is triggered or you are at a mission critical point.

to:

* ''VideoGame/GoldenEye1997'' did this in TimedMission or high-alert situations. Notably, the alert versions of the "Bunker 1" and "Bunker 2" themes are swapped in-game, perhaps accidentally. ''VideoGame/PerfectDark'' takes it even further with every stage's track having an alternate "X" version that plays when an alarm is triggered or you are at a mission critical point.
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* In ''VideoGame/DeadByDaylight'', a new track begins playing depending on how close the killer is from the player (ranging from 32 meters to 8, then cresendoing into a chase theme when the survivor starts sprinting). Starting with the rework for the Doctor, killer characters began recieving their own personal terror radius and chase music.

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* In ''VideoGame/DeadByDaylight'', a new track begins playing depending on how close the killer is from the player (ranging from 32 meters to 8, then cresendoing into a chase theme when the survivor starts sprinting). Starting with the rework for the Doctor, killer characters began recieving receiving their own personal terror radius and chase music.
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Wick swap


* In ''VideoGame/KidIcarusUprising'', the music will change if you are spotted by a Reaper (which plays the [[VideoGame/KidIcarus original]] Reaper music) or there is an [[OneHitKill Orne]] nearby (also 8-bit, but original music).

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* In ''VideoGame/KidIcarusUprising'', the music will change if you are spotted by a Reaper (which plays the [[VideoGame/KidIcarus [[VideoGame/KidIcarus1986 original]] Reaper music) or there is an [[OneHitKill Orne]] nearby (also 8-bit, but original music).
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* VideoGame/VoidStranger A couple dozen floors into the void, you will encounter a young treasure hunter who [[SchmuckBait asks if she can inspect your staff you use to solve puzzles]]. Interacting with her again and she wiill snatch it and run away from you, forcing you into a [[NoGearLevel sequence of events]] where you [[GetBackHereBoss chase the thief down]], going through a rough series of floors without any means to interact with the room layout while a hasty remix of the floor's theme plays.

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* VideoGame/VoidStranger A couple dozen floors into the void, you [[spoiler:you will encounter a young treasure hunter who [[SchmuckBait asks if she can inspect your staff you use to solve puzzles]]. Interacting with her again and she wiill snatch it and run away from you, forcing you into a [[NoGearLevel sequence of events]] where you [[GetBackHereBoss chase the thief down]], going through a rough series of floors without any means to interact with the room layout layout]] while a hasty remix of the floor's theme plays.
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* VideoGame/VoidStranger A couple dozen floors into the void, you will encounter a young treasure hunter who [[SchmuckBait asks if she can inspect your staff you use to solve puzzles]]. Interacting with her again and she wiill snatch it and run away from you, forcing you into a [[NoGearLevel sequence of events]] where you [[GetBackHereBoss chase the thief down]], going through a rough series of floors without any means to interact with the room layout while a hasty remix of the floor's theme plays.

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Changed: 2

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* ''VideoGame/PoliceQuest'' plays a frantic music dirty when pursuing a criminal on the overhead map.

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* ''VideoGame/PoliceQuest'' plays a frantic music dirty ditty when pursuing a criminal on the overhead map.map.
* ''VideoGame/{{Amagon}}'' replaces the BGM with a high-pitched panicky tune when you're almost out of ammo.
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Removed comment from Mendel Palace entry


%%* ''VideoGame/MendelPalace''

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%%* ''VideoGame/MendelPalace''* On most stages of ''VideoGame/MendelPalace'', the current stage's music will speed up if the player takes too long to defeat all the enemies. On the Mimi/Mira stage (which only plays music as you and the enemies move), an alarm bell will sound, and the music will continue to play at a normal pace even when you're standing still.

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