History Main / VariableMix

25th May '16 2:14:33 AM erforce
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* ''{{Burnout}}'' does things things differently. The foreground music plays during unboosted periods and then fades into a sharp violin track when the boost is triggered. The sequel normally has a repetitive drum beat and electro soundtrack with a secondary backing track that is muted unless the boost is triggered, which pulls it back into the mix and gives the music more of a surfer-tune.
* The levels in ''VideoGame/TwistedMetal 1, 2'', and ''Black'' can have up to three dynamic music variations: the ambient music (eg "Cyburb Hunt" in Cyburbia), the battle music (eg "Cyburb Slide"), and the "final opponent" music (''Black'', and maybe ''Head On'').

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* ''{{Burnout}}'' The first ''VideoGame/{{Burnout}}'' game does things things differently. The foreground music plays during unboosted periods and then fades into a sharp violin track when the boost is triggered. The sequel ''[[VideoGame/Burnout2PointOfImpact Point of Impact]]'' normally has a repetitive drum beat and electro soundtrack with a secondary backing track that is muted unless the boost is triggered, which pulls it back into the mix and gives the music more of a surfer-tune.
* The levels in ''VideoGame/TwistedMetal 1, 2'', and ''Black'' ''[[VideoGame/TwistedMetalBlack Black]]'' can have up to three dynamic music variations: the ambient music (eg "Cyburb Hunt" in Cyburbia), the battle music (eg "Cyburb Slide"), and the "final opponent" music (''Black'', and maybe ''Head On'').



* In ''VideoGame/SuperSmashBros Brawl'', the main tracks of the stages Summit and Yoshi's Island constantly change in tone and tempo to match the current state of stage (Though the Summit music is a single audio track that's merely ''timed'' to match up with the stage's various events; if you're playing in Slow Brawl, for instance, you'll hear the audio desynch from the onscreen events).

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* ''VideoGame/SuperSmashBros''
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In ''VideoGame/SuperSmashBros Brawl'', ''VideoGame/SuperSmashBrosBrawl'', the main tracks of the stages Summit and Yoshi's Island constantly change in tone and tempo to match the current state of stage (Though the Summit music is a single audio track that's merely ''timed'' to match up with the stage's various events; if you're playing in Slow Brawl, for instance, you'll hear the audio desynch from the onscreen events).




21st May '16 6:40:14 PM Exusia
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* ''VideoGame/{{Caligula}}'' has an instrumental soundtrack for when the party is roaming around, but most songs have vocals that fade into the instrumentals once an encounter begins.
24th Feb '16 12:55:03 AM aquagon
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* ''VideoGame/{{ArtonelicoQoga}}'' also has this in the form of its RAH (Realtime Active Hymmnetics) system, in which the in-battle music changes depending on the situation of the player's party, the ways they have customized the song magic of their Reyvateils (casters) and the events that happen during the battle. Subverted, however, during battles where a storyline-important song is playing, as in these cases the music won't change at all.

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* ''VideoGame/{{ArtonelicoQoga}}'' ''[[VideoGame/ArtonelicoQoga Ar tonelico Qoga: Knell of Ar Ciel]]'' also has this in the form of its RAH (Realtime Active Hymmnetics) system, in which the in-battle music changes depending on the situation of the player's party, the ways they have customized the song magic of their Reyvateils (casters) and the events that happen during the battle. Subverted, however, during battles where a storyline-important song is playing, as in these cases the music won't change at all.
15th Feb '16 1:49:17 AM jormis29
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* ''VideoGame/MushroomMen'' has various environmental pieces that make sound effects in time with the background music, such as sparking electrical contraptions and dripping faucets. The "Jackalope" boss also features music that gets more and more intense the more damage has been dealt to the boss.

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* ''VideoGame/MushroomMen'' has various environmental pieces that make sound effects in time with the background music, such as sparking electrical contraptions and dripping faucets. The "Jackalope" {{Jackalope}} boss also features music that gets more and more intense the more damage has been dealt to the boss.
8th Feb '16 3:54:05 PM MrUnderhill
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* In ''VideoGame/InvisibleInc'', the background music in each level becomes more intense as the mission's alarm level increases, which [[StalkedByTheBell usually happens over time]], but will accelerate if your cover is blown, leading to some pretty intense moments.
25th Jan '16 8:46:58 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' has subtle variations of the regional themes for certain segments of the map; for example, the Moon Grotto BGM becomes more subdued when you descend into Gumo's hideout; the Ginso Tree music gradually changes as you ascend the tree, and incorporates a ThemeMusicPowerUp during the EscapeSequence; and the Sunken Glades/Hollow Grove theme adds more instruments when you head towards the Valley of the Winds.

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* ''VideoGame/OriAndTheBlindForest'' has subtle variations of the regional themes for certain segments of the map; for example, the Moon Grotto BGM becomes more subdued when you descend into Gumo's hideout; the Ginso Tree music gradually changes as you ascend the tree, and incorporates a ThemeMusicPowerUp during the EscapeSequence; and the Sunken Glades/Hollow Grove theme adds more instruments when you head towards the Valley of the Winds.Wind, and Sorrow Pass's BGM gets a dynamic buildup starting after you learn the Charge Jump and climaxing when you obtain the Sunstone.
16th Jan '16 5:52:28 AM mariofan12ify
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** In ''VideoGame/MarioKart7'' and ''VideoGame/MarioKart8'', when you're coming in first place, an electric drum beat is added to the music of the course. Also, in ''Mario Kart 8'', a lot of courses add various things to the music such as Shy Guys chanting (Shy Guy Falls and Wii Wario's Gold Mine) and audience cheering (Electrodrome). Mount Wario also has different music in each sections of the course.
16th Jan '16 5:51:03 AM mariofan12ify
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** In ''VideoGame/MarioKart7'' and ''VideoGame/MarioKart8'', when you're coming in first place, an electric drum beat is added to the music of the course. Also, in ''Mario Kart 8'', a lot of courses add various things to the music such as Shy Guys chanting (Shy Guy Falls and Wii Wario's Gold Mine) and audience cheering (Electrodrome). Mount Wario also has different music in each sections of the course.
11th Jan '16 12:31:03 AM erforce
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* ''AkujiTheHeartless'' for the PS1 did this pretty well. Each stage featured a unique musical theme that not only got more hectic when the player entered combat, but also added new layers, changed tempo, or became more ambient when set pieces were triggered.

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* ''AkujiTheHeartless'' ''Akuji The Heartless'' for the PS1 [=PS1=] did this pretty well. Each stage featured a unique musical theme that not only got more hectic when the player entered combat, but also added new layers, changed tempo, or became more ambient when set pieces were triggered.
10th Jan '16 7:32:37 PM wolftickets1969
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* ''VideoGame/OriAndTheBlindForest'' has subtle variations of the regional themes for certain segments of the map; for example, the Moon Grotto BGM becomes more subdued when you descend into Gumo's hideout; the Ginso Tree music gets more epic as you ascend the tree, and incorporates a ThemeMusicPowerUp during the EscapeSequence; and the Sunken Glades/Hollow Grove theme adds more instruments when you head towards the Valley of the Winds.

to:

* ''VideoGame/OriAndTheBlindForest'' has subtle variations of the regional themes for certain segments of the map; for example, the Moon Grotto BGM becomes more subdued when you descend into Gumo's hideout; the Ginso Tree music gets more epic gradually changes as you ascend the tree, and incorporates a ThemeMusicPowerUp during the EscapeSequence; and the Sunken Glades/Hollow Grove theme adds more instruments when you head towards the Valley of the Winds.
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