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* ''VideoGame/SupremeCommander'' featured this to break up its repeating, low intensity track.

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* ''VideoGame/SupremeCommander'' featured this switches between suspenseful non-action/basebuilding tracks and combat music in reaction to break up its repeating, low intensity track.units taking damage. One such case of taking damage occurs when recycling one's own units, so the game overreacts by playing a high tempo battle track when what the player is doing is just some sci-fi spring cleaning, ensuing in a silly moment of SoundtrackDissonance.

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* ''VideoGame/BioShockInfinite'' adds lots of discordant, dramatic strings to the background music whenever you initiate combat or get closer to enemies. The music gets more and more dramatic and higher tempo the closer you are to an enemy, and it remains dramatic until the last nearby enemy is dead.

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* ''VideoGame/BioShockInfinite'' adds lots ''VideoGame/StreetFighterII'' has one of discordant, dramatic strings to the background earliest examples of this trope, with stage music whenever you initiate combat switching to a faster mix when a character was close to death or get closer when the time was close to enemies. The running out.
* In ''VideoGame/StreetFighterXTekken'', the
music gets more and more dramatic and higher tempo increases in intensity for each round of a match. In addition, a flange effect coats the closer you are to an enemy, and it remains dramatic until music when the last nearby enemy player's current character's HP is dead.below 25%.



* In ''VideoGame/StreetFighterXTekken'', the music increases in intensity for each round of a match. In addition, a flange effect coats the music when the player's current character's HP is below 25%.


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* ''VideoGame/BioShockInfinite'' adds lots of discordant, dramatic strings to the background music whenever you initiate combat or get closer to enemies. The music gets more and more dramatic and higher tempo the closer you are to an enemy, and it remains dramatic until the last nearby enemy is dead.
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** Used to great effect in ''VideoGame/FinalFantasyVIIRebirth'' where each region has both its own unique overworld theme (or themes, depending on the region) and a battle theme that it shares a base melody with allowing for the game to seamlessly switch in and out of them in combat. In addition, certain fights have their own unique version of that region's battle theme that follows this as well.

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** Used to great effect in ''VideoGame/FinalFantasyVIIRebirth'' where each region has both its own unique overworld theme (or themes, depending on the region) and a battle theme that it shares a base melody with allowing for the game to seamlessly switch in and out of them in combat. In addition, certain fights have their own unique version addition unlocking the towers in a region will also subtly change the mix of that region's battle theme that follows this as well.the overworld theme.
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Spelling/grammar fix(es), General clarification on work content


** ''[[VideoGame/NeedForSpeedHotPursuit Need for Speed III: Hot Pursuit]]''. Each course has two music tracks: a rock and a techno track. The music changes in pace and intensity depending on several factors: each section of a track has several loops assigned to it and is affected by your grid position, speed and laps in the race (for example: being near the back at slower speeds uses a quieter portion while being, say, at the front at 100 mph on the final lap meant the music would be the most intense). There is even a special bit that plays when you crash (and sometimes that varies depending on location) as well as one when being chased (even that varies, the music is more intense the closer a cop is to you). This also applies to some tracks in ''Need for Speed II: Special Edition'' but doen't have the chase segments. Some tracks don't share this variable mix, such as "Halling Ass" and "Headless Horse" for Norway's Proving Grounds (since it is a simple oval track so a variable mix would've been unnecessary).
** ''VideoGame/NeedForSpeedMostWanted'' does this only during the cop chases.

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** ''[[VideoGame/NeedForSpeedHotPursuit Need for Speed III: Hot Pursuit]]''. Each course has two music tracks: a rock and a techno track. The music changes in pace and intensity depending on several factors: each section of a track has several loops assigned to it and is affected by your grid position, speed and laps in the race (for example: being near the back at slower speeds uses a quieter portion while being, say, at the front at 100 mph on the final lap meant the music would be the most intense). There is even a special bit that plays when you crash (and sometimes that varies depending on location) as well as one when being chased (even that varies, the music is more intense the closer a cop is to you). This also applies to some tracks in ''Need for Speed II: Special Edition'' but doen't have the chase segments. Some tracks don't share this variable mix, such as "Halling "Hauling Ass" and "Headless Horse" for Norway's Proving Grounds (since it is a simple oval track so a variable mix would've been unnecessary).
** ''VideoGame/NeedForSpeedMostWanted'' does this only during the cop chases. There's a standard track for when a pursuit starts and when the player is in a neutral position, an intense percussion-only track if the player is about to be busted, and then three separate tracks if they are close to escaping; If the player is out of the cops' sight and is at either a standstill or driving at less than ~90 mph, then the music will be more calm yet suspenseful, while driving above ~90 mph would have an intense yet triumphic track play.
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** Used to great effect in ''VideoGame/FinalFantasyVIIRebirth'' where each region has both its own unique overworld theme (or themes, depending on the region) and a battle theme that it shares a base melody with allowing for the game to seamlessly switch in and out of them in combat. In addition, certain fights have their own unique version of that region's battle theme that follows this as well.
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None

Added DiffLines:

* In ''VideoGame/HextechMayhem'', a hybrid between a PlatformGame and a RhythmGame, performing several moves at the right moment causes the music to gain extra guitars in the background. This disappears after you miss one.
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Minor fixes.


*** During the Death Egg Robot boss in , the music starts out as a march. Once the second phase begins (when you first have to lure him to hit the bombs), it seamlessly turns into more of a rock song, then adding a faster drum beat for the final phase (One hit left) that plays all the way until the results screen.

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*** During the Death Egg Robot boss in , battle, the music starts out as a march. Once the second phase begins (when you first have to lure him to hit the bombs), it seamlessly turns into more of a rock song, then adding a faster drum beat for the final phase (One (one hit left) that plays all the way until the results screen.



*** [[spoiler:During the Broodals' giant robot battle, an ominous orchestral number will play in the background, but while the boss is vulnerable, it switches to a traditional Japanese arrangement of the piece. The music alterations are also used for other bosses, such as Torkdrift.]]

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*** [[spoiler:During the Broodals' giant robot RoboBrood battle, an ominous orchestral number will play in the background, but while the boss is vulnerable, it switches to a traditional Japanese arrangement of the piece. The music alterations are also used for other bosses, such as Torkdrift.]]
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* ''VideoGame/CoolCoolToon'' replaces the music with goofy sound effects while your life bar is low.
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* The "We Sing" level in ''VideoGame/AlanWakeII'' features the rock-opera piece "Herald of Darkness" by the fictional band Old Gods of Asgard (portrayed by the real-life band Music/PoetsOfTheFall), which plays as the player progresses through the roughly half hour-long level. Different sections of the level play different verses of the song, and are tied together with a variety of randomly selected guitar solos and instrumental sections that can be subtly looped and rearranged in any order for continuous music no matter how long the player takes, such that no two playthroughs of the level will have the exact same sound. [[https://www.facebook.com/markus.kaarlonen/posts/pfbid0wYnvkFfGkCWjbWTidjesCPRmPHvRU7XZGKp1StDZkSYgZ1zaep3U8ef1hnDEyyCal According to Poets member Markus Kaarlonen,]] the full piece contains roughly 130 discrete clips of music that can be rearranged into countless complete songs.

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* The "We Sing" level in ''VideoGame/AlanWakeII'' features the rock-opera piece "Herald of Darkness" by the fictional band Old Gods of Asgard (portrayed by the real-life band Music/PoetsOfTheFall), which plays as the player progresses through the roughly half hour-long twenty minute level. Different sections of the level play different verses of the song, and are tied together with a variety of randomly selected guitar solos and instrumental sections that can be subtly looped and rearranged in any order for continuous music no matter how long the player takes, such that no two playthroughs of the level will have the exact same sound. [[https://www.facebook.com/markus.kaarlonen/posts/pfbid0wYnvkFfGkCWjbWTidjesCPRmPHvRU7XZGKp1StDZkSYgZ1zaep3U8ef1hnDEyyCal According to Poets member Markus Kaarlonen,]] the full piece contains roughly 130 discrete clips of music that can be rearranged into countless complete songs.
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None


A hard cut to a different piece is one possible solution for a game, and it's not so jarring when disguised by a sound effect. But some titles make better use of their technology: in a variable mix, the background music changes subtly and smoothly depending on what is going on in the game. The running background music could have, for example, parallel parts that FadeIn and [[FadeOut out]] with the rising and falling action level, seamlessly transitioning from a bare-bone ambient haunting theme to a hard-rocking drum-backed metal anthem during combat, and back again after the last enemy has fallen. A clever bit of composing that has a very subtle but real influence on player immersion. The UsefulNotes/{{MIDI}} musical interface, in which music pieces are not saved as pre-recorded audio but rather as musical notation that is interpreted on-the-fly by the sound hardware, is well suited for this sort of thing, though from MediaNotes/TheSeventhGenerationOfConsoleVideoGames onward game developers have found ways of doing this with live music recordings as well.

to:

A hard cut to a different piece is one possible solution for a game, and it's not so jarring when disguised by a sound effect. But some titles make better use of their technology: in a variable mix, the background music changes subtly and smoothly depending on what is going on in the game. The running background music could have, for example, parallel parts that FadeIn and [[FadeOut out]] with the rising and falling action level, seamlessly transitioning from a bare-bone ambient haunting theme to a hard-rocking drum-backed metal anthem during combat, and back again after the last enemy has fallen. A clever bit of composing that has a very subtle but real influence on player immersion. The UsefulNotes/{{MIDI}} Platform/{{MIDI}} musical interface, in which music pieces are not saved as pre-recorded audio but rather as musical notation that is interpreted on-the-fly by the sound hardware, is well suited for this sort of thing, though from MediaNotes/TheSeventhGenerationOfConsoleVideoGames onward game developers have found ways of doing this with live music recordings as well.



* ''VideoGame/VegaStrike'' has background music varying [[labelnote:sets]] (in current v.0.5.1 -- 58 tracks in 27 lists)[[/labelnote]] by situation (which faction owns the system, whether it's peace/far enemy presence/battle) and for different planets or bases when the PlayerCharacter's ship is docked. Endlessly [[GameMod moddable]], since sets are plain m3u playlists and "dj" is a UsefulNotes/{{Python}} module.

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* ''VideoGame/VegaStrike'' has background music varying [[labelnote:sets]] (in current v.0.5.1 -- 58 tracks in 27 lists)[[/labelnote]] by situation (which faction owns the system, whether it's peace/far enemy presence/battle) and for different planets or bases when the PlayerCharacter's ship is docked. Endlessly [[GameMod moddable]], since sets are plain m3u playlists and "dj" is a UsefulNotes/{{Python}} MediaNotes/{{Python}} module.
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* The "We Sing" level in ''VideoGame/AlanWakeII'' features the rock-opera piece "Herald of Darkness" by the fictional band Old Gods of Asgard (portrayed by the real-life band Music/PoetsOfTheFall), which plays as the player progresses through the roughly half hour-long level. Different sections of the level play different verses of the song, and are tied together with a variety of randomly selected guitar solos and instrumental sections that can be looped and rearranged in any order for continuous music no matter how long the player takes, such that no two playthroughs of the level will have the exact same sound. [[https://www.facebook.com/markus.kaarlonen/posts/pfbid0wYnvkFfGkCWjbWTidjesCPRmPHvRU7XZGKp1StDZkSYgZ1zaep3U8ef1hnDEyyCal According to Poets member Markus Kaarlonen,]] the full piece contains roughly 130 discrete clips of music that can be rearranged into countless complete songs.

to:

* The "We Sing" level in ''VideoGame/AlanWakeII'' features the rock-opera piece "Herald of Darkness" by the fictional band Old Gods of Asgard (portrayed by the real-life band Music/PoetsOfTheFall), which plays as the player progresses through the roughly half hour-long level. Different sections of the level play different verses of the song, and are tied together with a variety of randomly selected guitar solos and instrumental sections that can be subtly looped and rearranged in any order for continuous music no matter how long the player takes, such that no two playthroughs of the level will have the exact same sound. [[https://www.facebook.com/markus.kaarlonen/posts/pfbid0wYnvkFfGkCWjbWTidjesCPRmPHvRU7XZGKp1StDZkSYgZ1zaep3U8ef1hnDEyyCal According to Poets member Markus Kaarlonen,]] the full piece contains roughly 130 discrete clips of music that can be rearranged into countless complete songs.
Is there an issue? Send a MessageReason:
None


A hard cut to a different piece is one possible solution for a game, and it's not so jarring when disguised by a sound effect. But some titles make better use of their technology: in a variable mix, the background music changes subtly and smoothly depending on what is going on in the game. The running background music could have, for example, parallel parts that FadeIn and [[FadeOut out]] with the rising and falling action level, seamlessly transitioning from a bare-bone ambient haunting theme to a hard-rocking drum-backed metal anthem during combat, and back again after the last enemy has fallen. A clever bit of composing that has a very subtle but real influence on player immersion. The UsefulNotes/{{MIDI}} musical interface, in which music pieces are not saved as pre-recorded audio but rather as musical notation that is interpreted on-the-fly by the sound hardware, is well suited for this sort of thing, though from UsefulNotes/TheSeventhGenerationOfConsoleVideoGames onward game developers have found ways of doing this with live music recordings as well.

to:

A hard cut to a different piece is one possible solution for a game, and it's not so jarring when disguised by a sound effect. But some titles make better use of their technology: in a variable mix, the background music changes subtly and smoothly depending on what is going on in the game. The running background music could have, for example, parallel parts that FadeIn and [[FadeOut out]] with the rising and falling action level, seamlessly transitioning from a bare-bone ambient haunting theme to a hard-rocking drum-backed metal anthem during combat, and back again after the last enemy has fallen. A clever bit of composing that has a very subtle but real influence on player immersion. The UsefulNotes/{{MIDI}} musical interface, in which music pieces are not saved as pre-recorded audio but rather as musical notation that is interpreted on-the-fly by the sound hardware, is well suited for this sort of thing, though from UsefulNotes/TheSeventhGenerationOfConsoleVideoGames MediaNotes/TheSeventhGenerationOfConsoleVideoGames onward game developers have found ways of doing this with live music recordings as well.
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None


* ''VideoGame/HiFiRush'' not only does this (as a hybrid StylishAction-RhythmGame), but it does it with ''licensed'' music to surprisingly great effect, something that is rarely seen elsewhere. Tracks like [[Music/TheProdigy Invaders Must Die]] and [[Music/NineInchNails The Perfect Drug]] are cut into pieces and woven seamlessly into gameplay loops depending on your progress in boss fights. There is a StreamerFriendlyMode that introduces original tracks to replace the licensed music, but they still sound [[SuspiciouslySimilarSubstitute very similar to the originals.]]

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* ''VideoGame/HiFiRush'' not only does this (as a hybrid StylishAction-RhythmGame), but it does it with ''licensed'' music to surprisingly great effect, something that is rarely seen elsewhere. Tracks like [[Music/TheProdigy Invaders Must Die]] and [[Music/NineInchNails The Perfect Drug]] are cut into pieces and woven seamlessly into gameplay loops depending on your progress in boss fights. There is a StreamerFriendlyMode that introduces original tracks to replace the licensed music, but they still sound [[SuspiciouslySimilarSubstitute [[SuspiciouslySimilarSong very similar to the originals.]]
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None

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* ''VideoGame/HiFiRush'' not only does this (as a hybrid StylishAction-RhythmGame), but it does it with ''licensed'' music to surprisingly great effect, something that is rarely seen elsewhere. Tracks like [[Music/TheProdigy Invaders Must Die]] and [[Music/NineInchNails The Perfect Drug]] are cut into pieces and woven seamlessly into gameplay loops depending on your progress in boss fights. There is a StreamerFriendlyMode that introduces original tracks to replace the licensed music, but they still sound [[SuspiciouslySimilarSubstitute very similar to the originals.]]
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Crosswicking

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* ''VideoGame/GrowingUp'': When you enter a new life stage, its theme song plays with lyrics. After that, its instrumental version plays on loop, with some instruments fading in and out depending on where you are.
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Crosswicking

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* In ''VideoGame/ChicoryAColorfulTale'', some BGM have instruments that are added or removed depending on where you are on the map. For example, Grub Caverns has more percussion in the deeper parts of the cave.
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Added example(s)

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* This is the central gimmick of ''VideoGame/StrayGods'': picking different options in a song will change how the song goes. This usually takes the form of radical changes (such as changing from wistful and slow to optimistic and upbeat), but can also be more subtle (such as in the finale, where the every choice you made across the game combines to alter the instruments used in the backing track).
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* ''VideoGame/GravityCircuit'': The main stage boss theme uses a different second half depending on which of the [[QuirkyMinibossSquad Rebel Circuits]] you're fighting, with each boss's respective second half remixing their stage theme.

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