History Main / VariableMix

18th Nov '17 5:37:58 PM BeeKirbysNewComputer
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** Unsurprisingly, SpiritualSuccessor ''VideoGame/YookaLaylee'' has the same kind of effect in the playable "Toybox" pre-alpha (which will probably be implemented for the game's HubWorld).

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** Unsurprisingly, SpiritualSuccessor ''VideoGame/YookaLaylee'' has the same kind of effect in the playable "Toybox" pre-alpha (which will probably be implemented for pre-alpha, and in various areas of the game's HubWorld).game proper (though sadly not in the hub world).



* ''VideoGame/KirbyCanvasCurse'' uses this in the final battle against Drawcia. The first part of the battle has kind of slow music while Drawcia uses basic attacks. Then it kicks into high gear when the screen TurnsRed and she begins using her signature paint powers.
7th Nov '17 5:12:50 AM TheHeroHartmut
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** The same game also features different background music depending on which captain you're currently in control of, with Louie's (and, by extension, the President), sounding more jazz-like. When you clear a level of its treasures, the Pikmin following you also occasionally sing along with the music.

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** The same game also features different variations on the background music depending on which captain you're currently in control of, with Louie's of; [[https://www.youtube.com/watch?v=8H_HuzCUXc4 Olimar's]] versions are played on the beat, while [[https://www.youtube.com/watch?v=aODvh0KcKCY Louie's]] (and, by extension, the President), sounding more jazz-like.President's) versions are swung with a jazz-like syncopated rhythm. When you clear a level of its treasures, the Pikmin following you also occasionally sing along with the music.
30th Oct '17 11:06:10 PM wolftickets1969
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** ''VideoGame/TheLegendOfZeldaMajorasMask'' has the Clock Town theme change depending on what day it is (and, therefore, how close the end of the world is). The first day is upbeat and cheerful, the second day is faster as people begin to realize that the moon is getting bigger. On the third (and final) day, the music is frantic, with a very ominous backing-track. And then, the whole game goes [[OOCIsSeriousBusiness out of character by halting all its various soundtracks]] (except boss battle music) in the last 6 hours of the final day. They're over-ridden with the terrifying portent of the game's single most ominous track as the end is nigh. Even more chilling is the a countdown timer popping up before doomsday hits. The song is also accompanied by clock bells tolling every now and then, the bells becoming really tense and frequent just before time runs out and the moon strikes Termina.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'' has the Clock Town theme change depending on what day it is (and, therefore, how close the end of the world is). The first day is upbeat and cheerful, the second day is faster as people begin to realize that the moon is getting bigger. On the third (and final) day, the music is frantic, with a very ominous backing-track. And then, the whole game goes [[OOCIsSeriousBusiness out of character by halting all its various soundtracks]] (except boss battle music) in the last 6 hours of the final day. They're over-ridden with the terrifying portent of the game's single most ominous track as the end is nigh. Even more chilling is the a [[CatastrophicCountdown countdown timer timer]] popping up before doomsday hits. The song is also accompanied by [[ForDoomTheBellTolls clock bells tolling every now and then, then]], the bells becoming really tense and frequent just before time runs out and the moon strikes Termina.
14th Oct '17 8:45:04 PM SutairuMasuta
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* ''VideoGame/UnrealTournament3'' has a modular sound engine, which means the music is calm when you simply traverse, but quickly switches to a more aggressive sound when you engage in combat.

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* ''VideoGame/UnrealTournament3'' ''VideoGame/UnrealTournamentIII'' has a modular sound engine, which means the music is calm when you simply traverse, traverse the map, but quickly switches to a more aggressive sound when you engage in combat.
14th Oct '17 8:44:27 PM SutairuMasuta
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* ''VideoGame/UnrealTournament3'' has a modular sound engine, which means the music is calm when you simply traverse, but quickly switches to a more aggressive sound when you engage in combat.
27th Sep '17 11:44:38 PM wolftickets1969
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* ''VideoGame/RainbowSixVegas'' adds or subtracts instrument layers with the combat intensity.
11th Aug '17 6:23:01 PM BeeKirbysNewComputer
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* ''Franchise/SuperMarioBros'':
** The ''VideoGame/YoshisIsland'' games have a variation on this trope: with each world completed, an additional line of instrumentation is added to the map screen music, until it becomes fully orchestrated on the last world's map.
** In ''VideoGame/YoshisStory'', the music changes depending on your health. When you're down to your last health point, the music slows to a crawl. When you're invincible, it changes to an electric guitar version of the level theme.
** ''VideoGame/PaperMario'':
*** The game reuses the tune for LavaLava Island, and each area of the map has a different mix of the tune. In fact, lots of areas in the game are like that, but the most dynamic has to be Toad Town, where the different parts of the tune actually fade in or out as you approach various areas.
*** Toad Town has its own theme song, and certain parts of it have their own themes, which are in the same key as and in sync with the Toad Town theme. When you are near one of these parts, you can hear the special music just a little bit, and when you are ''in'' said part, the special music is all there. The main theme can still be heard faintly, as if it were coming from outside.
11th Aug '17 6:20:13 PM BeeKirbysNewComputer
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* The music tracks for ''VideoGame/CrashTagTeamRacing'' are all divided into four sections: The introduction, a triumphant section, a tense section, and an ominous section. After playing the intro section once, the song transitions between the other three sections depending on your position in the race. The triumphant section will play if you're doing well, the tense section if you're falling behind, and the ominous section if you're running last.



* ''VideoGame/NeedForSpeed III: Hot Pursuit'' did this in spades, and did it ''very'' well. There were a limited number of courses in the game (the total being nine) and all courses except [[spoiler:Empire City]] shared music with another course. Still, each course had two music tracks: a rock and a techno track, meaning ten pieces of music (outside the menu themes). However, each of these tracks was composed of three-to-ten second segments that when placed together usually totaled well over 10 minutes of music (and in fact, many of these segments never made it into the official soundtrack). The music flowed absolutely seamlessly, which is a good thing, as the music would change depending on several factors: Your location in the current track, your position in the race, your speed as well as how many laps had passed in the race. This mix is especially noticeable in time trials where you're the only one racing. There was even a special bit that played when you crashed (and sometimes that varied depending on location) as well as one when being chased (even that varied, the music was more intense the closer a cop was to you). Given the fluidity and constant changing circumstances of a vehicular racing game, you can imagine the challenge this must have been for the composers.

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* ''VideoGame/NeedForSpeed III: Hot Pursuit'' did this in spades, and did it ''very'' well. There were a limited number of courses in the game (the total being nine) and all courses except [[spoiler:Empire City]] shared music with another course. Still, each Each course had two music tracks: a rock and a techno track, meaning ten pieces of music (outside the menu themes). However, each of these tracks was composed of three-to-ten second segments that when placed together usually totaled well over 10 minutes of music (and in fact, many of these segments never made it into the official soundtrack). track). The music flowed absolutely seamlessly, which is a good thing, as the music would change depending on several factors: Your location in the current track, your position in the race, your speed as well as speed, and how many laps had passed in the race. This mix is especially noticeable in time trials where you're the only one racing. There was even a special bit that played when you crashed (and sometimes that varied depending on location) as well as one when being chased (even that varied, the music was more intense the closer a cop was to you). Given the fluidity and constant changing circumstances of a vehicular racing game, you can imagine the challenge this must have been for the composers.
7th Aug '17 11:51:08 AM Codefreak5
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* ''VideoGame/PAYDAY2'' uses this. Each track has four separate sections: a quiet and more downbeat portion for stealth, a more tense portion once stealth is broken or between assault waves, a porion that rises in intensity as an assault wave approaches, and a louder and more intense portion for assault waves.

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* ''VideoGame/PAYDAY2'' uses this. Each track has four separate sections: a quiet and more downbeat portion for stealth, a more tense portion once stealth is broken or between assault waves, a porion portion that rises in intensity as an assault wave approaches, and a louder and more intense portion for assault waves.
7th Aug '17 11:50:39 AM Codefreak5
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* ''VideoGame/Payday2'' uses this. Each track has three separate sections, a quiet and more downbeat portion for stealth, a portion that slowly rises in intensity once stealth is broken or between assault waves, and a louder and more intense portion for assault waves.
** Shadow Raid is mixed to gain intensity based on the player's actions, as it must be completed in stealth (and thus has no assault waves).

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* ''VideoGame/Payday2'' ''VideoGame/PAYDAY2'' uses this. Each track has three four separate sections, sections: a quiet and more downbeat portion for stealth, a more tense portion that slowly rises in intensity once stealth is broken or between assault waves, a porion that rises in intensity as an assault wave approaches, and a louder and more intense portion for assault waves.
** Shadow Raid is mixed to gain intensity based on the player's actions, as it must be completed in stealth (and thus has no assault waves). Murky Station and Yacht Heist do the same thing, both being stealth-only heists as well. Yacht Heist is notable in that it has ''11'' different tracks, almost triple that of every other song in the game.
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