History Main / SongsInTheKeyOfPanic

11th Mar '17 9:32:03 AM MasterofGalaxies4628
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A timer reaches 100. Suddenly the music picks up.

to:

A timer {{time|dMission}}r reaches 100. Suddenly 100, and suddenly the music picks up.



* '''Song in a Key of Warning:''' Music speeds up when a player is in a disadvantageous situation of some sort, such as low health.
* '''Nearing the End Music:''' Music speeds up when nearing the end of the task/level or some other progress in the game. Usually the situation gets tenser in this case.

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* '''Song in a the Key of Warning:''' Music speeds up when a player is in a disadvantageous situation of some sort, such as low health.
* '''Nearing the End '''Nearing-the-End Music:''' Music speeds up when nearing the end of the task/level or some other progress in the game. Usually the situation gets tenser in this case.



And in case you're wondering, [[CaptainObvious no, there is no such thing as a Key of Panic (or Warning) in music theory]].[[note]]Music keys are named for the note they're centered on and whether the scale is major or minor (e.g. Key of C minor).[[/note]]



!!Examples of Hurry Music:

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!!Examples of Hurry Music:
!!Examples:
[[folder:Hurry Music]]



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!!Song in a Key of Warning:

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!!Song in a Key
[[/folder]]

[[folder:Key
of Warning:
Warning]]



* In ''VideoGame/{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.

to:

* In ''VideoGame/{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', ''{{heartbeat|Soundtrack}}'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.



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!!Nearing the End Music:

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!!Nearing the End Music:
[[/folder]]

[[folder:Nearing-the-End Music]]



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!!Other:

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!!Other:
[[/folder]]

[[folder:Other]]


Added DiffLines:

[[/folder]]
12th Feb '17 5:39:35 PM MyFinalEdits
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* A ''VideoGame/{{Metroid}}'' game isn't complete without at least one of these.

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* %%* A ''VideoGame/{{Metroid}}'' game isn't complete without at least one of these.
12th Feb '17 5:19:23 PM MyFinalEdits
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* ''[[VideoGame/TeenageMutantNinjaTurtlesTournamentFighters TMNT Tournament Fighters]]'' on the NES
* ''VideoGame/MendelPalace''
* ''VideoGame/TheNewZealandStory''

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* %%* ''[[VideoGame/TeenageMutantNinjaTurtlesTournamentFighters TMNT Tournament Fighters]]'' on the NES
* %%* ''VideoGame/MendelPalace''
* %%* ''VideoGame/TheNewZealandStory''



* In the 3D ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' games, music will speed up in minigames when time is almost out. Similarly, timed switches in many of the games emit a series of rhythmic clicks or ticks which gradually become faster until the switch deactivates itself.

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* ''Franchise/TheLegendOfZelda'':
**
In the 3D ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' games, music will speed up in minigames when time is almost out. Similarly, timed switches in many of the games emit a series of rhythmic clicks or ticks which gradually become faster until the switch deactivates itself.



** This was also present in the original ''Super Mario World''. In the Special Zone's "Funky" level, you can allow the timer to run down low enough for the music to speed up, then use Yoshi to eat one of the green berries that give you extra time. Rinse and repeat.



* In ''VideoGame/DonkeyKongCountryReturns'', the music in the bonus rooms changes to a more frantic arrangement when under 10 seconds are left on the timer.

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* In ''VideoGame/DonkeyKongCountryReturns'', ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]'', the music in the bonus rooms changes to a more frantic arrangement when under 10 seconds are left on the timer.



* In ''VideoGame/{{Tetris}}'' NES version, the music speeds up when the stacked blocks are nearing the top of the screen.
** ''VideoGame/{{Columns}}'' does the same thing.
** As did both ''Blastris'' games packaged with the [[LightGun Super Scope]].
** Some versions of ''Tetris'' actually change the song when you're near the top. If the threshold for the warning music and the threshold to switch back are the same (or too close to each other), the song can switch back-and-forth a little too much.
*** ''Tetris DX'''s music has three levels of speed. the type B track has an entirely different second part which can only be heard on the second level of speed.
* An interesting subversion: in ''VideoGame/{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.

to:

* In many puzzle games, such as ''VideoGame/{{Tetris}}'' in the NES version, ''VideoGame/{{Columns}}'' and both the ''Blastris'' games packaged with the Super Scope, music speeds up when the stacked blocks are nearing the top of the screen.
** ''VideoGame/{{Columns}}'' does the same thing.
** As did both ''Blastris'' games packaged with the [[LightGun Super Scope]].
**
screen. Some versions of ''Tetris'' actually instead change the song when you're near the top. If the threshold for the warning music and the threshold to switch back are the same (or too close to each other), the song can switch back-and-forth a little too much.
***
much. ''Tetris DX'''s music has three levels of speed. the type B track has an entirely different second part which can only be heard on the second level of speed.
* An interesting subversion: in In ''VideoGame/{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.



* As mentioned above, the ''VideoGame/FinalFantasyV'' example doubles as this once the timer hits one minute.



* ''VideoGame/BanjoKazooie'' also has this sort of example: whenever you jump into the sea in Treasure Trove Cove, a song similar to the ''Film/{{Jaws}}'' theme starts playing as the unkillable shark living there appears to take a bite out of you.

to:

* ''VideoGame/BanjoKazooie'' also has this sort of example: ''VideoGame/BanjoKazooie'': whenever you jump into the sea in Treasure Trove Cove, a song similar to the ''Film/{{Jaws}}'' theme starts playing as the unkillable shark living there appears to take a bite out of you.



* In the 3D ''Zelda'' games, a dissonant music piece [[VariableMix segues in]] when enemies are nearby.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' additionally speeds up this music as well as the miniboss theme when Link is low on health.

to:

* In the 3D ''Zelda'' games, a dissonant music piece [[VariableMix segues in]] when enemies are nearby.
**
nearby. ''VideoGame/TheLegendOfZeldaTheWindWaker'' additionally speeds up this music as well as the miniboss theme when Link is low on health.



* In the ''VideoGame/MarioKart'' series, when you get to the final lap, the music speeds up (referencing the main Mario franchise's "hurry music" example above; the music sting that transitions between the normal and increased tempo is similar). From ''[[VideoGame/MarioKartDoubleDash Double Dash!!]]'' onwards, the music pitches up a notch in addition. In ''Mario Kart 8'''s DLC course, Baby Park, it does this ''after every lap'', which is notable because the course has seven due to its short length.

to:

* In the ''VideoGame/MarioKart'' series, when you get to the final lap, the music speeds up (referencing the main Mario franchise's "hurry music" example above; the (the music sting that transitions between the normal and increased tempo is similar). From ''[[VideoGame/MarioKartDoubleDash Double Dash!!]]'' onwards, the music pitches up a notch in addition. In ''Mario Kart 8'''s DLC course, Baby Park, it does this ''after every lap'', which is notable because the course has seven due to its short length.



* ''VideoGame/DonkeyKongCountry'', as a part of its very wide compendium of [[NightmareFuel/DonkeyKongCountry Nightmare Fuel]], [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[YourPrincessIsInAnotherCastle "don't think you'll get out of this place easily".]]
* The ''Franchise/{{Halo}}'' series usually intensifies the music towards the climax or end of a battle. For example, on the second and third levels of the [[VideoGame/HaloCombatEvolved first game]], the "Brothers in Arms" music goes into its climax section when the Covenant bring in reinforcements. When you reach the toll plaza at the end of the bridge on ''VideoGame/{{Halo 2}}''[='s=] Metropolis, rock drums and bass guitar are added to the Halo theme music, and when you go into the tunnel, the music quiets down. While riding the second gondola on ''2''[='s=] "Regret", the first part of "Leonidas" plays on a loop, then when you reach the end, it segues to the awesome climax of the piece, which loops until you defeat all the enemies. "Blow Me Away" also does this for ''2''[='s=] Mausoleum battle. In the second half of ''VideoGame/{{Halo 3}}''[='s=] "Tsavo Highway", the Halo theme changes to the "Rock Anthem for Saving The World" variation in the area with all the Choppers and Wraiths. The first and third installments both apply a ThemeMusicPowerUp during their final {{escape sequence}}s.

to:

* ''VideoGame/DonkeyKongCountry'', as a part of its very wide compendium of [[NightmareFuel/DonkeyKongCountry Nightmare Fuel]], [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us has this example of]] [[YourPrincessIsInAnotherCastle "don't think you'll get out of this place easily".]]
* The ''Franchise/{{Halo}}'' series usually intensifies the music towards the climax or end of a battle. For example, on battle.
** On
the second and third levels of the [[VideoGame/HaloCombatEvolved first game]], the "Brothers in Arms" music goes into its climax section when the Covenant bring in reinforcements. When you reach the toll plaza at the end of the bridge on ''VideoGame/{{Halo 2}}''[='s=] Metropolis, rock drums and bass guitar are added to the Halo theme music, and when you go into the tunnel, the music quiets down. While riding the second gondola on ''2''[='s=] "Regret", the first part of "Leonidas" plays on a loop, then when you reach the end, it segues to the awesome climax of the piece, which loops until you defeat all the enemies. "Blow Me Away" also does this for ''2''[='s=] Mausoleum battle. In the second half of ''VideoGame/{{Halo 3}}''[='s=] "Tsavo Highway", the Halo theme changes to the "Rock Anthem for Saving The World" variation in the area with all the Choppers and Wraiths. The first and third installments both apply a ThemeMusicPowerUp during their final {{escape sequence}}s.



* In ''TwistedMetal: Black'' and ''Head On'', the battle music changes when you're down to one opponent.

to:

* In ''TwistedMetal: ''VideoGame/TwistedMetal: Black'' and ''Head On'', the battle music changes when you're down to one opponent.



* {{Pinball}} machines of the late 1970s-early 1980s often had the music rise in pitch and/or tempo the longer the ball was in play in an attempt to distract the player. It rolled back around to the original tune after a while. [[http://www.youtube.com/watch?v=neNiMNH1MHk This]] 1979 ''Pinball/{{Flash}}'' machine is a good (annoying) example.
** Later pinball games would often use fixed-length tunes that sped up as the end neared. [[https://www.youtube.com/watch?v=zGuP8Pw_ABA This example]] from ''Pinball/TheAddamsFamily'' and [[https://www.youtube.com/watch?v=D2n7LAXO_oQ&t=196 this one]] from ''Pinball/Terminator2JudgmentDay'' are good examples.

to:

* {{Pinball}} machines of the late 1970s-early 1980s often had the music rise in pitch and/or tempo the longer the ball was in play in an attempt to distract the player. It rolled back around to the original tune after a while. [[http://www.youtube.com/watch?v=neNiMNH1MHk This]] 1979 ''Pinball/{{Flash}}'' machine is a good (annoying) example.
**
example. Later pinball games would often use fixed-length tunes that sped up as the end neared. [[https://www.youtube.com/watch?v=zGuP8Pw_ABA This example]] from ''Pinball/TheAddamsFamily'' and [[https://www.youtube.com/watch?v=D2n7LAXO_oQ&t=196 this one]] from ''Pinball/Terminator2JudgmentDay'' are good examples.
12th Feb '17 5:00:23 PM MyFinalEdits
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* The ''Franchise/SuperMarioBros'' series does this frequently when the timer reaches [[LetsPlay/ProtonJon A HUNDRED]] [[https://youtu.be/Ua6pbz3ROvQ?t=43s SECONDS?]]! In this case, it's a mix of Hurry and Nearing-the-End, as first a little fanfare is played, then followed by the sped-up music.
** For that matter, ''VideoGame/SuperMarioGalaxy'' and its VideoGame/{{s|uperMarioGalaxy2}}equel both have this type of music for the [[TimedMission Speedy-]] and [[OneHitPointWonder Daredevil]] Comet challenges.
*** This music is also used for other things (like if the thing you're standing on is starting to sink into quicksand).
** The music also gets faster when you damage most bosses enough. Naturally, they get harder.

to:

* ''Franchise/SuperMarioBros'':
**
The ''Franchise/SuperMarioBros'' series does main 2D series, plus two of the 3D games, do this frequently when the timer reaches [[LetsPlay/ProtonJon A "A HUNDRED]] [[https://youtu.be/Ua6pbz3ROvQ?t=43s SECONDS?]]! SECONDS?!"]] In this case, it's a mix of Hurry and Nearing-the-End, as first a little fanfare is played, then followed by the sped-up music.
** For that matter, ''VideoGame/SuperMarioGalaxy'' and [[VideoGame/SuperMarioGalaxy its VideoGame/{{s|uperMarioGalaxy2}}equel sequel]] both have this type of music for the [[TimedMission Speedy-]] and [[OneHitPointWonder Daredevil]] Comet challenges.
***
challenges. This music is also used for other things (like if the thing instances when you're standing on is starting a spire that starts to sink into quicksand).
** The
quicksand or lava as soon as you arrive. Lastly, boss music also gets faster when you damage most bosses enough. Naturally, they enough, indicating that [[TurnsRed they'll get harder.harder]].
1st Feb '17 9:24:29 AM BreakinBenny
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** For that matter,'' VideoGame/SuperMarioGalaxy'' and its VideoGame/{{s|uperMarioGalaxy2}}equel both have this type of music for the Speedy- and Daredevil Comet challenges.

to:

** For that matter,'' VideoGame/SuperMarioGalaxy'' matter, ''VideoGame/SuperMarioGalaxy'' and its VideoGame/{{s|uperMarioGalaxy2}}equel both have this type of music for the Speedy- [[TimedMission Speedy-]] and Daredevil [[OneHitPointWonder Daredevil]] Comet challenges.



* ''VideoGame/FireEmblemFates'' has a special combat theme, which plays only if one your units is on low health and may die if the opponent hits it.

to:

* ''VideoGame/FireEmblemFates'' has a special combat theme, tune, which plays only if one either your units unit under attack will take a fatal hit, and/or is on low health and may die if the opponent hits it.last one left on the map.



* In a similar vein, on ''Series/LateNightLiars,'' as your 43 seconds counted down (and, no, that's not a typo), the music sped up, eventually reaching a really frantic pace in the last four seconds or so.

to:

* In a similar vein, on ''Series/LateNightLiars,'' ''Series/LateNightLiars'', as your 43 seconds counted down (and, no, that's not a typo), the music sped up, eventually reaching a really frantic pace in the last four seconds or so.
17th Jan '17 12:40:02 AM ThePocket
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Added DiffLines:

* For ''VideoGame/CounterStrike: [[GameRemake Global Offensive]]'', a music cue was added to the beginning of a round, and a second was added that starts if the Terrorist team plants their bomb or the Counter-Terrorist team starts carrying a hostage, to let their opponents know shit has gotten real.
27th Nov '16 8:42:27 AM Kazmahu
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Added DiffLines:

* When your Overlord runs out of AP while fighting the [[AntagonistTitle eponymous]] ''VideoGame/TrillionGodOfDestruction'', the music switches to ''Beat the Beast'', a track that starts with dramatic chords and a OneWomanWail. Fitting, since it means that Overlord [[FinalDeath isn't coming back alive]].
18th Nov '16 1:31:40 PM rjung
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Added DiffLines:

** Later pinball games would often use fixed-length tunes that sped up as the end neared. [[https://www.youtube.com/watch?v=zGuP8Pw_ABA This example]] from ''Pinball/TheAddamsFamily'' and [[https://www.youtube.com/watch?v=D2n7LAXO_oQ&t=196 this one]] from ''Pinball/Terminator2JudgmentDay'' are good examples.
18th Nov '16 8:14:22 AM MisterVercetti
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* In ''VideoGame/BattleHunter'', when the deck of cards runs out and GON appears, the normally laid-back dungeon music turns into [[https://www.youtube.com/watch?v=SDDbeTOVjTw this]]. Since it's an instant Game Over if GON kils the player holding the target item, it signals quite effectively that it's time to wrap things up and ''get the hell out of there''.

to:

* In ''VideoGame/BattleHunter'', when the deck of cards runs out and GON [[HopelessBossFight GON]] appears, the normally laid-back dungeon music turns into [[https://www.youtube.com/watch?v=SDDbeTOVjTw this]]. Since it's an instant Game Over if GON kils the player holding the target item, it signals quite effectively that it's time to wrap things up and ''get the hell out of there''.
18th Nov '16 8:13:41 AM MisterVercetti
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Added DiffLines:

* In ''VideoGame/BattleHunter'', when the deck of cards runs out and GON appears, the normally laid-back dungeon music turns into [[https://www.youtube.com/watch?v=SDDbeTOVjTw this]]. Since it's an instant Game Over if GON kils the player holding the target item, it signals quite effectively that it's time to wrap things up and ''get the hell out of there''.
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