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1A video game trope, most seen in console [=RPGs=].
2
3In a game, there's generally separate BattleThemeMusic and a Victory Theme. Then there's a piece of music which is [[LongSongShortScene so long that, in order to hear all of it in one go, the player would have to sit around in the party-menu screen doing nothing]]. The developers don't want that to happen, so instead they let the music stay on ''during'' battles and victories and everything else. The music overrides all other normal themes for as long as the players are in the area or for the entire duration of the sequence. This ensures the player will remember the music as intrinsically tied to that scene, area, or sequence; the player sliced monsters in half to this music, they opened treasure chests to this music, they even saw the characters do a victory dance to it.
4
5Alternately, in an intense situation, the battle theme or the regular boss theme plays during everything. It can be just as effective if the battle/boss theme is good enough.
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7This is also common in {{Platform Game}}s for [[InvincibilityPowerUp Invincibility Power-Ups]], adding to the sense of power and brief unstoppability.
8----
9!!Examples:
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13[[folder:Action-Adventure]]
14* In ''VideoGame/CaveStory'''s hidden final level, Sacred Grounds, the fanfares for {{Heart Container}}s and new weapons don't appear, so the track "Running Hell" plays uninterrupted until the BossBonanza at the end with [[spoiler:the Heavy Press and Ballos]]. There was a new Life Capsule added in the 3D remake that they forgot to edit the jingle out for.
15* ''Franchise/TheLegendOfZelda'':
16** ''VideoGame/TheLegendOfZeldaLinksAwakening'': Getting a Piece of Power or Guardian Acorn replaces all area music with a short power-up theme.
17** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': In Ganon's Tower, the BackgroundMusic keeps going during fights, rather than jumping into the standard battle music.
18** ''VideoGame/TheLegendOfZeldaMajorasMask'': If Link gets to the point where there are only six in-game hours left until the moon falls, the theme of the final hours will play in the background until the moon falls or Link goes back to the first day. The theme overrides any and all songs in the game other than those of the current dungeon, mini-boss or boss.
19** ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
20*** When [[spoiler:Midna is nearly dying]]; "[[spoiler:Midna's Lament]]" will play in all areas unless an enemy is nearby, in which case it gets overriden.
21*** While you're busting through Hyrule Castle, the normal enemy music will be overriden with the sound of the rain if you're outdoors, or Hyrule Castle's theme if you're inside.
22** ''VideoGame/TheLegendOfZeldaSkywardSword'': The underground zone of the Ancient Cistern has a theme that overrides the enemy music. This is the only dungeon theme in the game capable of doing this.
23** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', Hyrule Castle's musical theme will always play even if you encounter enemies, though [[VariableMix a bass line and marching sound effects will be added during combat]].
24** In ''VideoGame/HyruleWarriors'':
25*** If Ganondorf or Cia is the enemy commander of an Adventure Mode map, then when the gates to the enemy base open his or her Battle Theme Music will override the usual enemy commander music and even the Giant Boss music if the commander summons one after being defeated. The only battle theme capable of overriding theirs in this case is his One-Winged Angel form Ganon's own battle theme.
26*** Happens with the Gold Skulltulas as well. Though instead of a different track, it's their signature noise, and the music gets quieter the closer you get, as opposed to being cut completely.
27* ''Franchise/{{Metroid}}'':
28** ''VideoGame/MetroidFusion'': After [[spoiler:Adam orders Samus to propel the space station into [=SR388=]]], the song [[https://www.youtube.com/watch?v=aRYO-qnX24o "Last Instructions"]] plays everywhere until Samus [[spoiler:starts the propulsion sequence]], when it's replaced by [[https://www.youtube.com/watch?v=lsYyzqc_5vg "Station Escape Timer Mission"]].
29** ''VideoGame/MetroidPrime2Echoes'': When fought in a BossBattle, Dark Samus usually plays her signature battle theme. But at the end of the game, when Samus confronts them one last time, the series' classic EscapeSequence (which has started playing since the gradual collape of Dark Aether) keeps playing to remind the player of the urgency to win the fight and escape back to Aether ASAP.
30** ''VideoGame/MetroidSamusReturns'': The lava theme is capable of overriding the Metroid battle themes, regardless of which kind of Metroid you're currently facing.
31* In ''VideoGame/SuperCastlevaniaIV'', [[ThemeMusicPowerUp Simon's Theme]] starts playing once you get Dracula's health below half.
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34[[folder:Action Game]]
35* In ''Final Zone II'', if playing as Momoko in Stage 4, her ThemeMusicPowerUp "Don't Stop" replaces the normal stage theme.
36* ''VideoGame/AzureStrikerGunvolt''
37** If the player collects over 1000 Kudos at once, the stage music is replaced with Lumen's anthem, ''[[https://www.youtube.com/watch?v=nPZAX64do4Y Beyond the Blue]]''. If the player fulfills certain conditions and synths and equips Audiolockets, ''Beyond the Blue'' can [[https://www.youtube.com/watch?v=qbg2E4hAoH0 be]] [[https://www.youtube.com/watch?v=ogCTyhbQr-A replaced]] [[https://www.youtube.com/watch?v=KcQoPtFuGDY with]] [[https://www.youtube.com/watch?v=pYsmtOHFiyo several]] [[https://www.youtube.com/watch?v=KTSen9v3uoE different]] [[https://www.youtube.com/watch?v=2IQ21t6NZNA songs.]] Additionally, if you manage this feat in the BossRush, you instead get the English version of ''Beyond the Blue'', ''[[https://www.youtube.com/watch?v=tHj2EZG-qyo Eternal Blue]]''.
38** If Gunvolt dies and is resurrected with Lumen's song, he gets back all of his HP, gains unlimited EP, and the stage music is entirely replaced with the track ''[[https://www.youtube.com/watch?v=OGzZS2eadWY Reincarnation]]''.
39** ''Reincarnation'' also overrides the BackgroundMusic during [[spoiler: the true final mission, Azure, due to Lumen entering Gunvolt's mind to resurrect and heal his wounds from Asimov's earlier gunshot]]
40* In ''Super VideoGame/{{Contra}}'' (arcade), the miniboss of the final stage has its own unique BGM and victory fanfare, but when the FinalBoss appears, it plays the original stage music again! This may have been a programming error.
41* Any time you encounter [[BloodKnight Lu]] [[OneManArmy Bu]] in the ''VideoGame/DynastyWarriors'' games, his personal theme takes over from the stage's regular music. Sister series ''VideoGame/SamuraiWarriors'' does the same with similarly noted badass Tadakatsu Honda, and the crossover between them, ''VideoGame/WarriorsOrochi'', extends the privilege to [[BigBad Orochi himself]] and a select few others along those lines.
42* In ''[[VideoGame/HiryuNoKen Flying Warriors]]'', when the player acquires a critical quest-important item, an [[TriumphantReprise upbeat remix]] of the series' main theme plays until the end of the stage.
43* ''Franchise/StarFox''
44** In ''VideoGame/StarFox2'' when fighting enemies nearby a member of Star Wolf it's possible for that member to appear mid-fight. Whatever theme was playing prior will change to Surprise Attack, Star Wolf's theme from Star Fox 2.
45** In ''VideoGame/StarFox64''[='=]s Bolse stage, the boss theme for All-Range stages plays when the reactor emerges...but if you didn't finish off Star Wolf at Fortuna/Fichina or don't pass through that particular stage at all, Star Wolf will appear during this phase and their theme plays until you complete the stage or die, even after all of Star Wolf has been defeated.
46** In ''VideoGame/StarFoxAdventures'', the theme of the [=FireCrawlers=] is capable of overriding ''any'' other theme, including the barrel chase theme (as seen when Fox rides an [=EarthWalker=] in Dragon Rock and then approaches a [=FireCrawler=]). This also happens when Fox approaches a [=RedEye=] in Walled City, because they borrow this theme.
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49[[folder:Action RPG]]
50* In the first two entries of ''VideoGame/AnotherCenturysEpisode'', whenever the Layzner activates its signature V-MAX program in-gameplay, its respective theme will instantly override the BackgroundMusic of whatever stage the SPT's played in for the program's duration and cool-off period. This is especially telling in the fight against Ru Kain and his Zakaal in both games, as he utilizes its own V-MAX program in a kamikaze charge against the player, thus providing the same musical override.
51* In the video game ''VideoGame/DragonballZTheLegacyOfGoku II'', you have to [[ItMakesSenseInContext get the song "Eye of the Lion" and give it to Hercule so that he'll move his parade float and you can talk to Piccolo.]] While the record is taken away from your inventory when you give it to Hercule, you can select it from your inventory before then, which will cause the song to play instead of the usual music until you go to a new screen.
52* ''VideoGame/MegaManStarForce 3'' had a particularly memorable bit where the WAZA HQ is under attack by clones. The [[SugarWiki/AwesomeMusic Satella Police theme]] plays throughout, uninterrupted, until all the clones are dealt with. Unfortunately not repeated in the final stage, where touching the Crimson bits only plays the regular battle theme. Repeated in the post-game, where if an area contains an Omega Boss, a very special, dark and foreboding theme plays, not interrupting until you either leave or find the boss.
53* In ''VideoGame/MonsterHunter'':
54** ''VideoGame/MonsterHunterFreedom2'': Though not in this game per se, the trope started becoming possible since the UpdatedRerelease ''Freedom Unite'', when quests with more than one kind of large monster (the Epic Quests) were introduced. The standard BattleThemeMusic for each area is usually played whenever you're hunting a large monster, unless you're hunting a Yian Garuga, Tigrex, Nargacuga or Rajang. The former three have each a dedicated battle theme that override those of all areas except the Arena's, while Rajang has a theme capable of overriding every theme ''including'' the Arena. Interestingly, King Shakalaka's theme can override the Small Arena's, but that's simply because of the playful nature of the monster itself. So in the practical scheme the priority sequence is the following: Stage < Yian Garuga = Tigrex = Nargacuga[[note]]these three never appear at the same time in a quest except for the latter two in an Arena quest, whose theme overrides theirs anyway[[/note]] < Arena = Tower < Rajang. None of this counts the Elder Dragon themes, as Elder Dragons themselves never appeared alongside any other monster at the same time in the series prior to ''VideoGame/MonsterHunterWorld''.
55** ''VideoGame/MonsterHunter3Tri'' has four non-Elder Dragon battle themes for each stage: The Great Jaggi/Baggi theme, each stage's normal Monster Battle theme, the special track for the Arena, and the theme for the online-only nomad beast "Deviljho". Each overrides the themes before them (Jaggi/Baggi < Stage = Arena < Deviljho). ''Monster Hunter 3 Ultimate'' adds a few more songs to the mix, thus becoming Jaggi < Arzuros < Stage < Nargacuga < Zinogre < Brachydios < Tower = Arena < Deviljho. The overriding order is nearly the same in ''VideoGame/MonsterHunterPortable3rd'', only replace Brachydios with Tigrex and put it between Nargacuga and Zinogre (also, remove Tower as it doesn't appear in the game at all).
56** ''VideoGame/MonsterHunter4'': This game and its expansion ''4 Ultimate'', having a larger bestiary overall, introduce a slew of new themes, each having a different degree of overriding privilege, and is too large to be mentioned here. But of note is the theme used for monsters in Apex status, which appear in ''4 Ultimate'' and has maximum BGM priority, overriding even the Arena's and Deviljho's themes. Another unique case is Kirin, which usually doesn't have its own theme despite being an Elder Dragon, but in these two games it borrows the Tower theme whenever it or the Oroshi subspecies is fought outside the Tower Summit itself.
57** ''VideoGame/MonsterHunterGenerations'' gives the Deviant theme maximum priority, even over the Arena theme. This is notable because, in this game and its ''Ultimate'' expansion, the Arena theme finally gets to override Deviljho's and Rajang's themes.
58** ''VideoGame/MonsterHunterWorld'' adds the theme for the High-Rank wanderer Bazelgeuse, which like Deviljho's overrides all other themes. Of course, once it attacks, you soon understand ''why'' it starts off sounding like an Air Raid siren. ''World's'' first DLC pack added the Deviljho, whose theme overrides Bazelgeuse's.
59** ''VideoGame/MonsterHunterRise'':
60*** The game foregoes the 'drome theme' typically invoked by Baggi and Wroggi (meaning that the debuting Great Izuchi doesn't play it either), as well as the Fanged Beast theme for the Ursid monsters, instead using the specific area theme for all of them. This is then overwritten by the themes for Nargacuga, Mizutsune and Tigrex, which is then overwritten by Magnamalo's theme, submitting to those of Elder Dragons Chameleos, Kushala Daora and Teostra, which are all secondary to the respective themes for Valstrax (used in this game by the Crimson Glow variant) and [[spoiler:Narwa the Allmother]].
61*** In ''Sunbreak'', a surprising reversal about the music priority for Elder Dragons occurs. Amatsu, being an Elder Dragon, has its own BattleThemeMusic (which also has two versions, one per boss phase). However, at one point during the battle, [[spoiler:an Apex Zinogre lured by Utsushi appears to attack Amatsu, and the Zinogre theme players for a brief while, overriding Amatsu's theme during that time]].
62* In the ''VideoGame/SuperRobotWars'' games, player characters have a specific BGM that plays during the battle animations, however powerful enemy bosses will sometimes have their own BGM which will override the player characters' music.
63** In the first ''VideoGame/SuperRobotWarsOriginalGeneration'' game on the UsefulNotes/GameboyAdvance:
64*** A bug in the programming for an enemy boss which switches to the player's side prevented his BGM priority from being reset, making it so his music overrode all the other themes in the game, including the FinalBoss theme. This has become known as "Trombe Override" after the name of the song, ''[[https://www.youtube.com/watch?v=7r8b3NqevME Trombe!]]''. And has been added as a feature for every subsequent game in which that character appears.
65*** In some climactic moments, a special theme, belonging to neither the players or the enemies will play throughout the stage, overriding both the player's and the boss's themes.
66*** Of special note is the final battle of ''Alpha 3'', where the heroic "''GONG''" plays for the entire fight... [[spoiler: unless the ''Macross7'' crew attacks, in which case ''their'' music kicks in. Thoroughly justified, however: ''they're the ones playing GONG in the first place.'']]
67** In ''VideoGame/SuperRobotWarsUX'', Fei-Yen HD overrides the music with her songs when she attacks and, unlike with previous games with licensed songs, Banpresto went the extra mile by having them be full vocal versions. Notably, this is the first time one of them, [[spoiler:In The Blue Sky]], is shown as having vocals at all!
68** In ''[[VideoGame/SuperRobotWarsOriginalGeneration Second Original Generation:]] [[VideoGame/SuperRobotWarsEX Dark]] [[{{DLC}} Prison]]'', when Shu Shirakawa gets the Neo Granzon, [[https://www.youtube.com/watch?v=RhIPKvCqRnw Dark Prison : Dark Prison (Ver.OGDP)]] will override ''any'' theme music ''including the FinalBoss''.
69* ''VideoGame/TalesSeries'':
70** ''VideoGame/TalesOfPhantasia'' has the regular battle theme replaced with "Open Fire" during TheWarSequence in Valhalla Plains and replaced with "Threatening Sky" during [[HighAltitudeBattle the Pegasus sequence]] following shortly thereafter.
71** The [[NoExportForYou Japanese-only PS2 Version]] of ''VideoGame/TalesOfSymphonia'' changed a few things during the Seed Chamber scene. [[spoiler: When the party members, thought to have been left for dead, save Lloyd,]] the instrumental of the opening begins to play and plays throughout the first boss battle.
72** In ''VideoGame/TalesOfZestiria'':
73*** Following the battle with the [[spoiler:dragon Tiamat]], "Rising Up (Reprise)" is continuous in Glaivend Basin once you're able to return there. If you do the sidequest for fighting the Medusa hellions, then it switches to just being the location theme, with the normal battle and victory music playing during battles, but it returns to continuous status if you complete that sidequest.
74*** In the four Trial Shrine dungeons, the BackgroundMusic is used both in and out of battles, giving you a chance to enjoy [[SugarWiki/AwesomeMusic some of the best music in the game.]]
75** In TheVeryDefinitelyFinalDungeon of ''VideoGame/TalesOfBerseria'', the dungeon-exploration track, "[[https://youtu.be/zI5rrFORcEs The way of the embodied dragon]]," continues throughout basic battles and victory screens. (Bosses have their own music.)
76** [[spoiler:Zaveid's theme]] plays throughout the optional rematch against Shenlong [[spoiler:AKA the long-lost [[TheOneThatGotAway love-interest of the former, Theodora.]]]]
77* The ''VideoGame/XenobladeChronicles1'' series has a theme for certain BossInMookClothing enemies. Given that they can be twice the level of the party when they first enter the area at the very ''least,'' having it start up in the middle of an ordinary fight is a warning that it's time to '''run'''.
78* In ''VideoGame/XenobladeChroniclesX'':
79** This the priority order of background enemy music: Wildlife creature fought on foot < Wildlife creature fought with a Skell < Ganglion or Ganglion-related creature fought on foot < Ganglion or Ganglion-related creature fought with a Skell < The ambush theme (when it finishes it reverts to the relevant song) < Tyrant < {{Superboss}} < Telethia. There are other battle themes, but they're tied to bosses from story chapters, Affinity missions and the like, so there's no way to test which themes they can override (though it's implied this includes all of them except Telethia's).
80** Flying with a Skell will trigger the music "Don't Worry", replacing the current area's theme unless an enemy is fought. However, this isn't the case for the Divine Roost, the secret area located in the northernmost field of Noctilum; that place's theme is heard whether you're on foot or piloting your Skell.
81* In ''VideoGame/YsVITheArkOfNapishtim'', while the Romun Army is occupying Port Rimorge, "Reconciled People" is replaced by "Under The Occupation". In turn, after defeating Lanaluna and rescuing Olha, the BGM changes to "Defend And Escape!" for the duration of the EscortMission.
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85* ''Franchise/AceAttorney'':
86** In the third case of ''VisualNovel/PhoenixWrightAceAttorney'', the normal cross-examination music is overridden with the more intense "Pursuit ~ Cornered" theme, after a testimony flaw is pointed out by [[spoiler:Edgeworth]], allowing you to continue.
87** In ''VisualNovel/AceAttorneyInvestigations 1'' the "Presto" confrontation theme plays near the end of case two despite not actually cross-examining the killer, and PlayedForLaughs in the sequel, where [[SmallNameBigEgo Yumihiko Ichiyanagi]]'s first argument is so overwrought and nonsensical that his extremely loopy theme music plays throughout it.
88** Ocassionally, a witness's theme will override the cross-examination theme as their testimony is given, but not during the cross-examination itself. This includes [[spoiler:"Dahlia Hawthorne ~ Distant Image"]] in her first testimony in the final case of ''Trials and Tribulations'', a hip-hop beat for [[spoiler:Marlon Rimes]] after his transformation in ''Dual Destinies'', and Pees'lubn Andistan'dhin's themes "Ethnic Music" and "Head Banging" for ''all'' of his testimonies in ''Spirit of Justice''.
89** Happens with Athena's theme, [[https://www.youtube.com/watch?v=_YF5kO5_oHw Courtroom Révolutionnaire]], in the final case of ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies''. It's very fittingly used in a Mood Matrix segment, as Athena is [[spoiler:examining Bobby Fulbright with it to show that he expresses no emotions in his voice, exactly matching Dr. Metis Cykes' psychological profile on the Phantom]].
90** For the final confrontation in ''Trials and Tribulations'', that game's Pursuit theme, "Pursuit ~ Caught", is overridden by [[spoiler:a remix of "Pursuit ~ Cornered", the Pursuit theme from the ''first'' game.]]
91* ''VideoGame/ProfessorLaytonAndTheLastSpecter'': The climax has, in lieu of the normal puzzle theme, "[[https://www.youtube.com/watch?v=0wKd7Afv4Vo Theme of the Last Battle]]" play while you're [[MundaneMadeAwesome puzzling the antagonist into submission]] as well as during the intermittent cutscenes.
92* ''VideoGame/ProfessorLaytonAndTheMiracleMask'':
93** The puzzle that appears just after [[spoiler:Randall falls into the ravine in the ruins]] forgoes the game's designated puzzle theme, as the music heard instead is "Norwell" (a.k.a. the Azran theme); it also happens to be Puzzle #100.
94** During the final chapter, when the Masked Gentleman [[spoiler:activates an ancient Azran mechanism to sink all of Monte d'Or into the desert's sands]], his {{Leitmotif}} is heard at all times before the climax. This not only replaces the usually cheery town music of Monte d'Or itself, but also the puzzles' theme when one has to be solved.
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98* ''VideoGame/SegaSuperstars'': Activating an All-Star in ''Sonic & SEGA All-Stars Racing'' and ''Sonic & All-Stars Racing Transformed'' will change whatever is the BackgroundMusic to that of the All-Star's theme for all players involved. As All-Stars are huge, powerful attacks where no one is truly safe, hearing the music suddenly change is a tipoff that one's been activated, and it's important for players to remember which theme is whose to be ready for what shows up. If an All-Star activates while another one is in session, the next one will override the previous one.
99* ''VideoGame/SonicRiders'':
100** The original game features two bikes named ''Hang-On'' and ''Super Hang-On'', which are modelled after their respective arcade cabinets and replace the BackgroundMusic of all tracks with their themes (in ''Super Hang-On'''s case, ''Outride a Crisis'').
101** There's a special gear part in ''Sonic Free Riders'', unlocked by completely finishing the story that plays the main theme songs of the previous games throughout the race they're used in, overriding the regular music of the tracks.
102* In ''VideoGame/TwistedMetalBlack'' a more frantic music theme (different for each stage) takes over when there's only one opponent left. Oddly, Snowy Roads is the only stage that lacks a normal battle theme, instead only playing its ambient track prior to the final opponent.
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105[[folder:Eastern RPG]]
106* In the SNES game adaptation of ''Anime/AkazukinChacha'', transforming Chacha into Magical Princess during a boss fight will cause the BackgroundMusic to change to the transformation and battle music from the show.
107* ''VideoGame/AtelierLydieAndSuelleTheAlchemistsAndTheMysteriousPaintings'':
108** Combination Attacks now have their own musical theme that override the battle music, the first time such has happened since ''[[VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook Sophie]]'' got rid of special finishers.
109** The mysterious painting Heavenly Flower Garden has its own theme which plays throughout exploring it, including the battle and victory screens.
110* In ''VideoGame/BatenKaitosOrigins'', during the boss battle with [[spoiler:[[ThatOneBoss Guillo]]]], the amazingly creepy song '[[https://www.youtube.com/watch?v=tHoXjLu2rmE]]' plays over the fight, instead of the regular boss music. Fitting, considering this is a ''massive'' WhamEpisode. Earlier on, during the segment where Sagi and Guillo escape Mintaka, the normal battle music doesn't play over the first few scripted fights.
111* In ''VideoGame/BoxxyQuestTheGatheringStorm'', this happens in each of the last three main storyline dungeons.
112* ''VideoGame/ChronoCross'':
113** Used during the "save Marbule" quest, the Magical Dreamers music continues through battles. [[JustifiedTrope Justified]] since it's a live performance. It's also used during the battle with Miguel in the Dead Sea.
114** And in the beginning of the game we have a battle theme version, where the boss theme plays through almost the entire dream sequence (though without the chanting).
115** When Serge travels back in time to Lucca's house, "Orphanage of Flame" plays exclusively, including during battle.
116* ''VideoGame/ChronoTrigger'':
117** During the segment where [[spoiler:you break out of Guardia Prison after being found guilty of kidnapping Princess Nadia by trial ([[EvilChancellor or by the Chancellor's lies]], depending on what you did at the Millenial Fair), if you choose to wait until the execution, Lucca will save you]] and "Critical Moment" will play during the following segment, even during battles.
118** The Ocean Palace, where the ominous music keeps going through the battles due to the crisis happening in-game ([[spoiler:The group is racing to stop Queen Zeal from summoning [[EldritchAbomination Lavos]]]]). The Tyrano Lair theme also overrides through most fights, but occasionally drops out. Magus' Castle also overrides most of the time, except for a few instances where it's [[InvertedTrope inverted]] and the ''battle music'' overrides the main theme for a few gauntlet runs.
119** After the WhamEpisode in 2300 AD (when you discover Lavos), "Chrono Trigger" starts playing, and plays until you leave the Storage Area, fights or no.
120** If you have [[spoiler:Magus]] in your party during the final battle against Queen Zeal, his theme plays instead.
121* In ''VideoGame/{{EarthBound|1994}}'', the PlayableEpilogue features the track "Because I Love You" playing constantly in every area, even in buildings, only being overwritten if Ness rides his bike or activates the end credits.
122* ''VideoGame/EpicBattleFantasy5'':
123** When inside an underground area housing one of the Sacred Jewels, the ominous quiet whispering sounds from the overworld replace the battle and victory themes.
124** "[=dU5k M3Igb VkgN Wsxbg=]" plays uninterrupted throughout [[spoiler:the entire final Glitch area and in the fight against the Glitch itself.]]
125** Inverted with the Neon Valhalla. The room where it's fought has the boss theme "Blade and Switch" playing in the overworld, which continues when entering a battle with it. This is the only boss with that honor.
126* Happens in the ''VideoGame/ExaPico'' series, as whenever a Hymn is being sung for any reason in any of the games, it overrides all and any of the music played at the moment.
127* ''Franchise/FinalFantasy'':
128** ''[[VideoGame/FinalFantasyIV FFIV]]'' plays the Boss Battle theme throughout the entire siege of Fabul, though your characters spend about as much time retreating further inward as they do fighting.
129** ''[[VideoGame/FinalFantasyIVTheAfterYears The After Years]]'' also plays the boss battle theme throughout the entire siege on Baron Castle; there are a couple of other instances as well with the [[MysteriousWaif Mysterious Girl]]'s theme and the Archfiends' theme.
130** ''[[VideoGame/FinalFantasyV FFV]]'' has the Battle on the Big Bridge, the escape from Exdeath's castle takes you over the Big Bridge, which has many battles, but only one song, the awesomely, epic theme of Gilgamesh. Later in the game, when you fight [[DegradedBoss randomly encountered palette swaps of Exdeath]], you still hear the dungeon music and not the battle theme.
131** ''[[VideoGame/FinalFantasyVI FFVI]]'':
132*** The encounter with Kefka in Narshe where you split your party in three groups to defeat the incoming soldiers. "Protect the Espers!" is playing through everything up until the confrontation with Kefka himself.
133*** During the opera scene where the party has five minutes to prevent Ultros from dropping a weight onto Celes, the orchestra plays over any battle you get into to heighten the tension.
134*** In the scene where you team up with Moogles to protect Terra, Locke jumps down a hole, a bunch of Moogles decides to help, heroic music ("Locke's Theme") starts playing, you fight your way to boss, the music changes to the equally awesome "The Decisive Battle" as you get destroyed by the Marshal's Charge attack, then, as you prepare to try again with a better team, the music reverts. Yes, the music is just that awesome.
135*** There's also [[MinecartMadness minecart sequence]] where you're escaping from the Vector magitech laboratory, the sequence when you're trying to get to Ultros in order to stop him from ruining the opera, and the sequence where Sabin is holding up a house while you try to save the child inside. FFVI seems to like this trope A LOT.
136*** Further, during the sequence where everyone is escaping from the falling FloatingContinent, the battles continue "Metamorphosis".
137*** On The Veldt, the standard battle music does not play during fights. "The Wild West" (the official name of The Veldt's background tune) keeps playing.
138*** In the World Of Ruin version of Narshe, "Dark World" keeps playing as you fight the frozen esper.
139*** The ROM Hack ''[[VideoGame/FinalFantasyVIBraveNewWorld Brave New World]]'' takes this an extra step, as most dungeons use the BGM currently playing inside the dungeon, leaving the regular battle theme mostly used on the overworld.
140** ''[[VideoGame/FinalFantasyVII FFVII]]'':
141*** One of the two most prominent examples would be [[spoiler:the Aerith Death scene, where Aerith's theme plays from Aerith being stabbed by Sephiroth, through the fight with Jenova-LIFE and until it's time to switch discs]].
142*** "Opening - Bombing Mission" is still playing during the first boss fight.
143*** An Inversion. The battle theme version is done when you're climbing the section 7 Pillar. The regular battle theme plays through the entire climb. It successfully adds tension to the moment.
144*** There's also the Shinra HQ. After you break out, all you hear is "Trail of Blood", even during battles. Then, after the battle with Rufus, the game's normal boss battle music continues with the sequence with Rufus and as Cloud and Tifa make their escape.
145*** To add to the list is the "Attack of the Weapon" (or, "Weapon Raid") track, which plays whenever the Weapons show up, and during the fights with them.
146*** "Shinra, Inc", (or, "Shinra Corporation") plays during the battle against Proud Clod (or, Proudclad) in Midgar by the end of Disc 2, instead of a regular boss theme.
147*** This also happens in one dungeon in ''VideoGame/CrisisCore'', with its creepy, slow-paced dungeon music.
148*** Also appears during the first flashback after leaving Midgar with just the chimes from the start of "Those Chosen By The Planet". Very creepy.
149*** After the party decides to go to Midgar at the end of Disc 2, the World Map theme is locked as "Cid's Theme" and plays regardless of your method of transportation - walking, flying the Highwind, or riding a chocobo. It continues as such until you go to Midgar. (Once you go there, you're stuck there until you complete the events and it becomes Disc 3.)
150** Early in ''[[VideoGame/FinalFantasyVIII FFVIII]]'', during the [=SeeD=] exam, "The Landing" plays from the start of the FMV sequence of the arrival at Dollet until you've reached your checkpoint at the central square.
151** ''[[VideoGame/FinalFantasyIX FFIX]]'':
152*** The most notable is "YouAreNotAlone". The song plays while Zidane doubts himself and his right to live, and is considered by many an absolute masterpiece from the beginning of Zidane's black thoughts until his friends have made him see that he's not alone.
153*** Pandemonium's bgm continues to play when fighting Garland's [[RightHandAttackDog Silver Dragon]].
154*** "Protecting My Devotion" is also pretty epic and memorable. It plays when you are defending the city of Alexandria from Kuja's monster invasion with Steiner, and the badass guest character Beatrix.
155** ''[[VideoGame/FinalFantasyX FFX]]'':
156*** The stretch from the hill where Tidus tells his story, to the gates of the Zanarkand Ruins, plays "Fleeting Dream" (or, "Someday the Dream Will End") continuously through battles.
157*** On the ship before the Evrae fight, the standard battle music doesn't play and is overriden by the quieter atmospheric music on the rest of the ship
158** In ''[[VideoGame/FinalFantasyX2 FFX2]]'', "Yuna's Ballad" is used as the battle theme for Bahamut. Also, "YRP, Fight! No. 1" plays continuously while doing the Machina Mayhem mission in Chapter 3 on the Mi'ihen Highroad until Mission Complete, or until it's over.
159** ''[[VideoGame/FinalFantasyXIII FFXIII]]'': Most notably, the song "[[OneWomanWail Dust to Dust]]" playing through the [[spoiler:ruins of Oerba]]. In fact, ''Final Fantasy XIII'' absolutely loves to do this, and does it all the time, with themes such as "Defiers of Fate" and "Can't Catch a Break."
160** After the initial string of battles in ''[[VideoGame/FinalFantasyXIII2 FFXIII-2]]'', the game allows "Full Steam Ahead" to play through on repeat until the first fight with Gogmagog. Of course, this song features a [[MundaneMadeAwesome badass violin playing like a fucking guitar]], and solos for every instrument. As with ''Final Fantasy XIII'', ''XIII-2'' is fond of this as well and uses it in a number of other instances and areas, such as A Dying World.
161** In ''VideoGame/FinalFantasyXIV: A Realm Reborn'', the BackgroundMusic of Garlean outposts and the beast tribes' territories plays even during battle. In ''Heavensward'', this occurs in Azys La as well. During ''Shadowbringers'', this happens in the Tempest, though here it's a lot more somber.
162** ''VideoGame/FinalFantasyType0'' normally only plays music during its battles, with a lack of music otherwise. The Clash at Big Bridge, however, has "War: The Quiet Bloodbath" play from the start of the mission, through a fight with a new Helldiver MA and a defense against a whole legion of Colossi, until the first save point. A little less drastic compared to ''X'' or ''XIII'', but the guitar gives you just the moodlift you need to make it through a fight like this.
163** ''VideoGame/DissidiaFinalFantasyOperaOmnia'' has this happen during certain [[ADayInTheLimelight Lost Chapters]]. Such examples include Kuja and Gilgamesh.
164* In ''VideoGame/Haven2020'':
165** "Blooting Hornets" overrides both the BGM and BattleThemeMusic whenever Hornets are present on an Islet.
166** During the PlotTunnel sequence where Yu and Kay are separated, "I Can't Stay Mad At You" overrides all other BGM tracks, though not the battle music.
167* The BottomlessPit area of ''VideoGame/TheLegendOfLegacy'' has two examples. One theme plays during all encounters of the first several areas, and the Singing Shard song plays through all encounters in the final area of the level.
168* In ''VideoGame/LegendOfLegaia'', when you are traversing a Mist Generator dungeon, the dungeon theme continues to play during random battles. This happens again for a certain sequence in Ratayu, and then again [[spoiler:inside the VeryDefinitelyFinalDungeon, the Bio Castle]].
169* At the beginning of ''VideoGame/{{MARDEK}}'', the "Mighty Heroes" track plays throughout the entire sequence up until the boss fight. Also done in the arena: The battle music is never interrupted until the last fight, which is the only one that plays victory music.
170* ''VideoGame/OctopathTraveler'': The battle against [[spoiler:Erhardt]] during Olberic's third chapter has Olberic's theme playing, continued from the cutscene before it.
171* ''VideoGame/PaperMario'':
172** ''VideoGame/PaperMarioStickerStar'' has one battle where battle music doesn't play: five Boos in a room with a disco ball. With disco music playing after revealing them and lasting through the battle.
173** ''VideoGame/PaperMarioColorSplash'': The final area has its theme play over battles.
174** ''VideoGame/PaperMarioTheOrigamiKing'': The final dungeon also has its BackgroundMusic play during battles.
175* In ''VideoGame/Persona5'', the song "Life Will Change" plays on any day you go to challenge the boss of a dungeon, overriding the regular dungeon, safe room, and battle themes. In fact, it only turns off when you challenge bosses or mini-bosses. The UpdatedRerelease, ''Royal'', adds another track called "I Believe" that saves the same purpose and plays during the palace in the 3rd semester.
176* ''Franchise/{{Pokemon}}''
177** In ''VideoGame/PokemonRubyAndSapphire'', when either the sun has intensified or there is a massive downpour, all overworld music (including surfing and cycling) will be replaced with one ominous track.
178** In ''VideoGame/PokemonBlackAndWhite'', the dynamic music in Village Bridge will also override the surfing and cycling music.
179** Route 23 in Kanto gradually became this trope. Beginning partially with ''Yellow'' (the surf music would still play) and entirely in ''[=FireRed=] and [=LeafGreen=]'', the dramatic BackgroundMusic would continue regardless of the player's current mode of transportation.
180** Since ''VideoGame/PokemonBlackAndWhite'', the Victory Road themes have consistently override the surfing and cycling music, and each Pokémon League's theme also plays even when you enter the League's Pokémon Center.
181** In ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'', an overworld track stays on during a battle for the first time in the series. [[spoiler:A rock remix of Wally's theme starts playing when you find him at the end of Victory Road, and keeps playing until you defeat him in battle.]]
182** In ''VideoGame/PokemonSunAndMoon'', when in an area with a wild Ultra Beast, the area's BGM is replaced and overrides any other BGM (such as when riding a Ride Pokémon) until a battle (against a Trainer, a wild Pokémon, or the Ultra Beast) is initiated.
183** In ''VideoGame/PokemonSwordAndShield'', the theme for [[spoiler:infiltrating Rose Tower]] starts when you encounter the first grunt, and it keeps playing throughout battles and your ascent until you reach the top.
184** Once it has been revealed which final story dungeon you have to go to in ''VideoGame/PokemonMysteryDungeonRescueTeam'', and until you actually go there, the overworld music is overriden to the same one on all places.
185** In ''VideoGame/PokemonRumble'' and its sequel, whenever Mewtwo shows up, the theme immediately switches to the classic Mewtwo encounter theme from the original ''VideoGame/PokemonRedAndBlue'', overriding the current BackgroundMusic.
186** ''VideoGame/PokemonQuest'' does the same thing, switching to an arrangement of the original battle theme when Mewtwo shows up.
187* Sometimes in ''VideoGame/RakenzarnTales'', character themes for original characters play during their respective sidequests. Deadpool invokes this by playing his ''VideoGame/MarvelVsCapcom3'' [[https://www.youtube.com/watch?v=obhkiPewDBU theme]] during the climax of Chapter 9.
188* In ''VideoGame/ShinMegamiTenseiIV'', activating a quest will trigger one of two Challenge Quest tracks--"Challenge Quest α" for hunting quests and "Challenge Quest β" for other quests--which will override whatever BackgroundMusic is playing while you're exploring, although on the Tokyo map, only "Challenge Quest α" will have higher priority than the map music. This can lead to some [[SoundtrackDissonance amusing results]], such as replacing the climatic final dungeon tracks, or adding music to an area with no music (e.g. the various underground shelters and [[spoiler:Blasted Camp Ichigaya]]).
189* In ''VideoGame/StarOcean: The Second Story'', after beating Gabriel Celesta and finishing the Cave of Trials, the "Star Ocean Forever" fanfare tune will start to play and will keep on playing as long as you stay in the cave. However, there won't be any enemy encounters until you exit the cave and come back (which will also reset the music). It's a swap but not an override.
190* The ''VideoGame/TrailsSeries'' games in the ''Legend of Heroes'' series love doing this.
191** In [[VideoGame/TheLegendOfHeroesTrailsInTheSky Trails in the Sky FC]] it happens while [[spoiler:attempting to rescue Princess Klaudia]].
192** In ''Trails in the Sky SC'', it happens again while [[spoiler:Estelle escapes from the Glorious]].
193** In ''Trails in the Sky the 3rd'', it happens throughout [[spoiler:the final dungeon, Phantasmagoria]].
194** In [[VideoGame/TheLegendOfHeroesTrailsOfColdSteel Trails of Cold Steel]] it occurs during the InMediasRes opening sequence and later much more extensively [[spoiler:when you replay that sequence in much more detail in Chapter 5 of the game.]]
195* ''VideoGame/WildArms2'' has the Knightblazer theme overriding ''any battle theme music'' when Ashley transforms into his SuperpoweredEvilSide.
196[[/folder]]
197
198[[folder:Fighting Game]]
199* ''VideoGame/BlazBlue'':
200** Bang Shishigami can use a super attack once his Fu-Rin-Ka-Zan meter is full, that overrides the battles theme song, changing it into "[[https://www.youtube.com/watch?v=PFNCD22jkJk&feature=related Beat a nail with your hammer]]"; although his ''never'' stops playing untill the match is over, as his SuperMode doesn't run out once it is activated. This is subverted as of Chronophantasma, where Fu-Rin-Ka-Zan is now his overdrive, which has a time limit, however this does not affect Unlimited Bang, who regains Fu-Rin-Ka-Zan as a distortion drive.
201** ''VideoGame/BlazBlueCrossTagBattle'': While Bang Shishigami doesn't return, Yang Xiao Long from ''WebAnimation/{{RWBY}}'' follows in his footsteps by replacing the BackgroundMusic with "[[https://www.youtube.com/watch?v=_XoOt-5pW_Q I Burn]]" when she activates her Rage semblence.
202* ''VideoGame/FateUnlimitedCodes'': Both Saber and Archer can invoke this. If Saber uses a burst and reveals her sword ([[spoiler:Excalibur]], usually hidden by a wind spell), a remixed version of "Sword of Promised Victory" will play for the duration of the burst. If Archer completes his [[LimitBreak Unlimited Blade Works]] [[{{Invocation}} chant]], a remixed version of "[[spoiler:EMIYA]]" will play for the duration of the ''match''.
203* ''VideoGame/GuiltyGear'': ''Guilty Gear Xrd'' has several moments when the BGM is overridden. For any character, successfully landing an Instant Kill switches the BGM to the game's theme, ''[[SugarWiki/AwesomeMusic Heavy Day]]''. Second, if while playing Ky Kiske you take too much damage, his hair becomes undone and the music switches to ''[[OrchestralBombing Holy Orders III]]'' from ''Guilty Gear 2''. Finally, activating Sol Badguy's [[SuperPoweredEvilSide Dragon Install]] changes the BGM to ''[[MetalScream Ride the Fire]]''.
204* The stages in ''VideoGame/PlaystationAllStarsBattleRoyale'' run on the theme of one PS world being attacked or taken over by another. This happens every time a new franchise shows up, most amusingly with the music from ''VideoGame/{{Patapon}}'' overtaking the [[https://www.youtube.com/watch?v=CpfNhztWQfc Duel With Hades]] theme.
205* ''Franchise/StreetFighter:'' In ''VideoGame/StreetFighter6'', whenever Kimberly performs Bushin Ninjastar Cypher (her Level 3 [[LimitBreak Super Art]]) during a match, it makes no difference whether or not said move hits the opponent. The BGM playing at the time will be overridden by a theme also named "[[https://www.youtube.com/watch?v=qkklF6Jg-MY Bushin Ninjastar Cypher]]". As you'd expect, the same also applies for a MirrorMatch, but if the second Kimberly performs ''her'' Level 3 any time after the first, yet another override occurs. This time, a vocal version of "[[https://www.youtube.com/watch?v=Fe3B5IYshxQ Bushin Ninjastar Cypher]]" will begin to play. Both overrides will last for the remainder of a match.
206* ''VideoGame/SuperSmashBros'':
207** In ''[[VideoGame/SuperSmashBros64 the original Super Smash Bros.]]'', Training Mode [[https://www.youtube.com/watch?v=2ycv3BiMGsw plays its own theme]] during gameplay instead of the chosen stage's normal theme. Since this does not happen in later games, it can be attributed to EarlyInstallmentWeirdness.
208** In ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', [[VideoGame/FinalFantasyVII Cloud]]'s victory theme is the victory music from his home game. When he wins a match, this theme overrides the normal battle results track.
209** ''VideoGame/SuperSmashBrosUltimate'':
210*** All boss themes are overriden during the BossRush near the end of Adventure Mode, being replaced by a DarkReprise of the game's signature Lifelight theme.
211*** [[VideoGame/Persona5 Joker]]'s victory theme - the exact same as ''Persona 5'' - takes over the normal post-fight fanfare and endlessly loops. Joker also marks the first time a single character has more than one victory fanfare in the same game: the results themes from ''Persona 3'' and ''Persona 4'' play instead if he wins a match on Mementos while songs from either one of those games are playing.
212*** Sephiroth gets a special post-fanfare music when he wins, replacing the usual cheery battle results track with a DroneOfDread befitting his unique fire-filled background.
213* ''Franchise/TouhouProject'': In the fourth fighting game, ''VideoGame/TouhouShinkirouHopelessMasquerade'', after one of the fighters reaches 100% Popularity (which enables use of their [[LimitBreak Last Word]]), the BackgroundMusic is overriden by a souped-up version of that character's musical theme.
214* In ''VideoGame/UltimateMarvelVSCapcom3'', Phoenix Wright's normal theme is a remix of first game's "Objection!", but once he reaches [[SuperMode Turnabout Mode]], the music automatically changes to a remix of the iconic "Pursuit ~ Cornered". This theme will override any other theme playing at the time, and it will only stop playing once either Turnabout Mode ends or Phoenix gets K.O.'d.
215[[/folder]]
216
217[[folder:Platformer]]
218* In ''VideoGame/TheAdventuresOfRadGravity'', if for some reason you decide to exit a boss's lair, the boss music continues to play. Conversely, the FinalDungeon uses the boss music for its main theme, but switches to the regular action music when you fight Agathos.
219* In ''VideoGame/{{Amagon}}'', [[https://www.youtube.com/watch?v=IL34n0kIezM Zone 4]]'s ear-piercingly high-pitched BGM plays uninterrupted through the entire zone, overriding both Megagon's PowerUpMotif and the BattleThemeMusic.
220* ''VideoGame/DonkeyKong64'': When you get to Hideout Helm, the level music keeps playing, even inside of the Tag Barrel or when your Kong has transformed. The only exceptions are during the mini games and inside the Battle Crown arena.
221* In the final level of ''VideoGame/FreedomPlanet'', the life-up jingle is muted, letting the various versions of the Final Dreadnought continue to play. Considering they're all remixes of Lord Brevon's leitmotif, it's appropriate.
222* In addition to the Invincible Candy in the ''Franchise/{{Kirby}}'' series, when Kirby rides the Animal Friends Rick the Hamster, Coo the Owl, or Kine the Fish in ''VideoGame/KirbysDreamLand2'', the partner's respective theme replaces the level music.
223* ''VideoGame/OriAndTheBlindForest'':
224** After restoring the Element of Waters, the gloomy Thornfelt Swamp music is permanently replaced by the pastoral tune "The Waters Cleansed".
225** Once you light the Shrouded Lantern and retrieve the Gumon Seal in the Misty Woods, the creepy whole-tone scale music changes to a bright major-key arrangement.
226** In the last section of Sorrow Pass after learning the Charge Jump and before reaching the Sunstone, "Riding The Wind" is overridden by "Completing the Circle". After you descend from the summit, it changes back.
227* In ''VideoGame/OriAndTheWillOfTheWisps'', once you complete the rotating room puzzle in the Wellspring, the track "Amelioration" overrides both the indoor and outdoor dungeon BGM's until the player starts the EscapeSequence or participates in the [[TimeTrial Spirit Trial]].
228* In ''VideoGame/SonicUnleashed'':
229** The jazzy battle theme takes over from the night stages' regular music whenever you get into a scrap with some enemies, except in the [[TheVeryDefinitelyFinalDungeon final level]], Eggmanland, whose moody, climactic theme plays nonstop throughout its [[MarathonLevel numerous nighttime segments]].
230** In most of his playable, non-story related appearances, transforming into [[GoldenSuperMode Super Sonic]] will replace the stage music either with a variant of [[TriumphantReprise the title theme song]] or [[PowerUpMotif a unique theme made for Super Sonic.]]
231* A secret code in ''VideoGame/StreetFighterXMegaMan'' lets you override any stage song in the game with Guile's theme from ''VideoGame/StreetFighterII'' (a reference to the "[[http://knowyourmeme.com/memes/guiles-theme-goes-with-everything Guile's theme goes with everything]]" meme, and also the name of the track).
232* ''Franchise/SuperMarioBros'':
233** ''VideoGame/SuperMario3DWorld'': When you rescue the last Sprixie Princess (located in penultimate world), Bowser reappears into scene to kidnap her ''and'' the other Sprixie Princesses. During this scene, [[https://www.youtube.com/watch?v=xSW92unoJR4 a tense track]] plays, and keeps playing during the results screen (which is usually muted) as well as on the playable world map (which, in that case, should be playing the World 7 theme). Only when Mario and his friends travel upward through a Clear Pipe to reach the final standard world, will the tense track stop playing.
234** ''VideoGame/SuperMarioMaker'': It is possible to implement one of the special music tracks to Mario (including an effect that completely turns off any sort of BackgroundMusic). Doing this will override the music of the current level (including a differently-themed secondary area). ''VideoGame/SuperMarioMaker2'' allows this for Luigi, Toad and Toadette as well, and adds more music tracks (including those played while wearing unique powerups based on other games; in fact, even more themes come along with the ''VideoGame/SuperMarioBros2'' Mushroom and the [[Franchise/TheLegendOfZelda Master Sword]] for boss battles and some of the default sound effects, like Bonus and Calm).
235** ''VideoGame/SuperMarioRPG'': In the beginning of the game, the theme for Bowser's Castle plays over the battle theme until Mario fights Bowser.
236[[/folder]]
237
238[[folder:Roguelike]]
239* ''VideoGame/TheBindingOfIsaac'':
240** After beating the game 10 times, [[spoiler:the credits music changes to [[IronicNurseryTune a corrupted version of "Jesus Loves Me"]]]].
241** In [[spoiler:[[TheVeryDefinitelyFinalDungeon The Chest]]]], the entire level consists of nothing but bosses, chests, and fire. The usual boss music plays nonstop until you reach the final boss, and it really sets the mood that the game--and maybe you, if you've managed to pick up a combination of [[GameBreaker game breaking items]]--is at an absolute breaking point and climax.
242** In ''Afterbirth'', [[spoiler:the "???" floor (or Blue Womb according to an in-game achievement)]] has a song that plays everywhere except the boss room. It overrides the shop theme, the usual "jingle" that plays upon entering a treasure room will not play, and even if the player teleports to a devil/angel room[[note]]if the player fights Krampus or an angel in the devil/angel room and kills any of them, the "boss clear" jingle will play. This is likely a bug[[/note]], the song will continue uninterrupted. It helps add to the eerieness of the stage and gives buildup to an ''extremely'' difficult OptionalBoss.
243* ''VideoGame/EnterTheGungeon'' has unique music themes for the shops, shrines, and other rooms populated by friendly characters. However, once you defeat a boss, the victory theme will continue playing for as long as you remain on that floor unless you enter combat again.
244* In all ''VideoGame/EtrianOdyssey'' games, the F.O.E. battle theme is capable of overriding the standard enemy music. The override is accompanied by a sound effect that clearly tells the player that [[ThisIsGonnaSuck shit is about to get real]] (and, in the games with voiced dialogues, one of your characters will [[OhCrap voice their suprise and/or fear]]). But even the F.O.E. theme is unable to override the boss music (the sound effect signaling a F.O.E.'s intrusion to the battle still plays, but the boss music is resumed afterwards).
245* In ''VideoGame/FTLFasterThanLight'', each song has a [[VariableMix peaceful and intense version, depending on whether the player is in danger or not.]] During the final sector, the Last Stand, the BackgroundMusic only has one version.
246* ''Videogame/VampireSurvivors:'' All unlockable characters you find in Coffins have their own individial themes, which by default overrides the stage's own when you play one of them. Once you find the Magic Banger, you can override this manually if you want the stage's theme to play normally (or any other song).
247[[/folder]]
248
249[[folder:Shooter]]
250* After inflicting enough damage on Alec Travelyan in ''VideoGame/GoldenEye1997'', [[https://www.youtube.com/watch?v=Jp6wad2yXs4 Settle the Score with 006]] plays when he descends on the ladder.
251* In ''VideoGame/MaxPayne 3'', during the climactic battle at the Sao Paulo airport, "Tears" overrides the level's VariableMix music.
252* ''VideoGame/PAYDAY3'': ''Rock The Cradle'' swaps the diegetic background music with "Cryptoshot" once the alarm goes off.
253* ''Franchise/{{Splatoon}}'':
254** During a [[FictionalHoliday Splatfest]], nearly all of HubWorld themes are overridden by the that game's {{Idol Singer}}s performing their signature song.
255** The last phase of the FinalBoss includes a ThemeMusicPowerUp, as "[[https://youtu.be/wxkKUbNnXKE?t=19m4s Calamari Inkantation]]" overrides the boss's track [[spoiler:courtesy of the Squid Sisters hijacking DJ Octavio's radio system]]. While the regular theme has some VariableMix to it, the final track plays uninterrupted until the fight ends. HistoryRepeats in the sequel, as the final phase of that boss fight transitions from "Bomb Rush Blush" to "Tidal Rush" to [[spoiler:"Spicy Calamari Inkantation" once Callie's hypnoshades are shot off by Marie]].
256** The regularly-scheduled Splatfest match music is "Ink or Sink" for the first game or a variety of Off the Hook tunes in the second. For the final day of the [[spoiler:intended]] final Splatfest of each game, the music is replaced by Calamari Inkantation (first game) or "Fly Octo Fly" (second game).
257** Normally, the last minute of a Turf War match is always accompanied by some variation of the song "[[https://youtu.be/wxkKUbNnXKE?t=5m27s Now or Never!]]". The final day of ''VideoGame/Splatoon2'''s [[GrandFinale Final Fest: Splatocalypse]] event marked the first time in the series' history that this ''wasn't'' the case, as "[[https://youtu.be/jGZW_Uvhvvk?t=29m37s Fly Octo Fly ~ Ebb and Flow (Octo)]]" played instead for the entire match.
258* In ''VideoGame/SyphonFilter 2'', the Agency Biolab Infiltration level lacks an [[SongsInTheKeyOfPanic alert BGM]], so the [[DroneOfDread creepy ambience]] [[SoundtrackDissonance continues to play after the alarm is triggered]]. Conversely, the following level, Agency Biolab Escape, uses the Aljir Prison Escape alert music for its entirety.
259[[/folder]]
260
261[[folder:Strategy]]
262* ''Franchise/{{Disgaea}}'':
263** In ''VideoGame/Disgaea2CursedMemories'', calling Kurtis or Axel with a cell phone will cause the music on the map to be replaced by their respective theme songs for the duration of the battle. Also, throughout the series, the Item World music changes whenever any pirates arrive on the scene, only ceasing once they've been dealt with, or if you move to the next floor.
264** In ''VideoGame/Disgaea4APromiseUnforgotten'' Axel's Love Dynamite S skill overrides the current BGM with his vocal theme "White Tiger" from VideoGame/Disgaea2CursedMemories while in ''VideoGame/DisgaeaDimension2'', his Love Dynamite T skill uses his ending theme from ''Disgaea 4'', "Pandora Ignition".
265* ''Franchise/FireEmblem'':
266** Used to amazing effect in ''VideoGame/FireEmblemAwakening''. After the tragic death of [[spoiler:Emmeryn]], when you start the next chapter, a soft, solemn piano piece (titled "''......''") is playing. Then Plegians arrive to attack you, and all you want is to run away, but you're forced to fight. So the preparation screen shows up, and...the piano piece keeps playing, instead of the usual preparation music. The simple act of choosing your units and equipping them suddenly feels somber due to what has happened. And once you actually start the chapter, you find out that the boss is [[AntiVillain a really nice and honorable guy who's only following orders to hunt you down, and is more than willing to spare you if you surrender]], and that his men don't want to fight either, but [[AFatherToHisMen he rallies them on to fight so Gangrel won't have their head]]. And once the fighting starts, a more bombastic, but equally tragic piece ("''Don't speak her name!''") takes over, and unlike other themes, where the music will change whether you're on the map or in a battle, the same music stays throughout. All of this combines to make it one of the most emotionally powerful moments of the game, and of the series. Later, during the final chapter, "Id (Purpose)" persists, whether it is the player or enemy's turn, even during battle.
267** In ''VideoGame/FireEmblemFates'', during Chapter 26 in ''Birthright'', Corrin is about to be killed by Xander... but [[TakingTheBullet Elise intercepts it at the last second and takes the full blunt of Xander's Siegfried]]. Overcome with grief, Xander rushes over to her and cradles her but she perishes in his arms shortly afterwards and "Lament" plays. Does the battle preparations theme play? Nope, ''"Lament" continues playing over it'' and "[[SadBattleMusic Thorn In You]]" plays for the map and battles.
268** Similarly, ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'' overrides the standard battle themes for certain major storyline battles. The Rudolf fight has "Lord of a Dead Empire" play throughout the entire level, including the boss fight against Rudolf himself. The final Berkut battle has "Praise This Despair!" play on the field and during all fights except Berkut himself, while the Duma battle has "Twilight of the Gods" play for all fights except Jedah and Duma.
269** In ''VideoGame/FireEmblemThreeHouses'', during Chapter 12 of all routes, "Roar of Dominion" not only overrides the boss battle theme, including against [[spoiler:Edelgard (non-Crimson Flower routes) or Rhea (Crimson Flower),]] but even the battle preparation theme. This also happens on the [[spoiler:Azure Moon]] route, as the final map theme, [[spoiler:"Apex of the World,"]] also overrides the preparations theme, something that doesn't happen on any other route; "A Vow Remembered" plays during the final map preparations for other routes.
270** In ''VideoGame/FireEmblemEngage'', the climax of the game's first act takes place in Destinea Cathedral. During the mission, "Tear Streaked" not only plays during the Player Phase, but also during the Enemy Phase and while you're fighting Hortensia(who, along with her sister Ivy, usually gets a special boss theme). Similarly, for the FinalBoss battle, "Last Engage" plays for the entire battle.
271* ''VideoGame/{{Pikmin}}'':
272** ''VideoGame/Pikmin2'', normally, has the area or cave theme heard during gameplay, subtly applying VariableMix into it when an enemy is close, or when the characters start retrieving a treasure, ''or'' when the player switches between characters. But all of that is subject to change in one of the caves, Submerged Castle. When the Waterwraith comes into scene, the cave's music is completely gone and replaced with a sinister theme, which will keep playing even if the characters approach a treasure or enemy, and no changes will occur during a character switch either. The only music that isn't overriden is the boss theme, which is heard when the Waterwraith itself can be challenged for a definitive battle.
273** ''VideoGame/Pikmin4'': When the Waterwraith appears in Engulfed Castle prior to the final floor, the chase theme will override any usual jingle that plays when a treasure is collected or a task is finished. This is so that the jingle would not break the tense atmosphere. The normal cave theme will also slowly be overridden by a remix of the Submerged Castle's theme as the Waterwraith slowly gets closer to appearing.
274* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
275** The Pianist Zombie, who plays salon music as long as he's on-screen, causing all cowboy zombies to dance and switch lanes.
276** The Disco-Tron 5000, who plays futuristic disco music while [[SummonBackupDancers summoning Disco Jetpack Zombies]].
277** The Boombox Zombie, who holds up a boombox that plays romantic tunes, overriding the current music, as well as putting most plants to sleep.
278* ''VideoGame/ProjectXZone''
279** One of the stages is from a game called [[https://www.youtube.com/watch?v=Gi6BlxUycK8 -Primitive Force]] from a game called ''Gain Ground'' and it's from SEGA. It's the only bgm that keeps playing throughout the entire stage and at Operation Crackdown. Even better, [[https://www.youtube.com/watch?v=o3LbWcfJTio "Rocks" in Chapter 27]].
280** In a NewGamePlus, you can ''manually'' select a BGM that would play throughout the entire stage. Or you can just set it to random and be amused as [[VideoGame/ResonanceOfFate Zephyr and Leanne]] get [[VideoGame/DevilMayCry1 Ultra Violet]] playing on their turn. Or even [[VideoGame/GodEater1 Over the Clouds]] on [[VideoGame/DotHackR1Games Kite and Black Rose's]] turn.
281[[/folder]]
282
283[[folder:Survival Horror]]
284* In ''VideoGame/MadFather'' this trope is played for horror during the GoldenEnding. If the player knows Maria's backstory and chooses to [[spoiler:heal her after she is injured by Dr. Drevis]], her theme will replace the segment's usual silence, until [[spoiler:the Doctor catches up]].
285* In ''VideoGame/ResidentEvil3Nemesis'', when the BigBad Nemesis is stalking you, the BGM is overridden by "Feel the Tense". If playing with a scratched disc, it may be replaced by dead silence, making it even scarier.
286* In ''VideoGame/SCPSecretLaboratory'', [[https://www.youtube.com/watch?v=WpshO1hYFwc "Massive Labyrinth"]] will replace the regular BGM if a human player has been alone for over two minutes.
287[[/folder]]
288
289[[folder:Western RPG]]
290* During Chapter 2 of ''VideoGame/{{Deltarune}}'', when inside Queen's mansion, the background theme, "Pandora Palace", replaces the standard combat theme. This also applies to "Deal Gone Wrong", which plays in the mansion during the Weird Route.
291* ''VideoGame/{{OFF}}'' lets the ongoing BackgroundMusic continue playing through several battles: fighting ghosts during the timed mission in Zone 2, the first fight with Enoch, the fight with the Critic Burnt in Zone 3, [[spoiler:the secretaries of the purified zones, and the penultimate fight with Hugo]].
292* In ''VideoGame/{{Undertale}}'':
293** If you leave Napstablook's house with one of their [=CDs=] still playing, the music will continue playing outside. It will stop if you head east towards the Blook Acres, but if you go south towards the save area, you'll enter [[https://www.youtube.com/watch?v=P5eUOZIRGIA a faux random encounter with Aaron and Woshua]], where the music keeps on playing. These two do not fight you, they just get way too scared by the music to do anything and run away.
294** In order to build endgame suspense (and ensure that the player gets to hear the whole theme, as there is very little downtime between battles), the CORE (being the VeryDefinitelyFinalDungeon) has its theme play through battles instead of "Enemy Approaching", the usual battle theme.
295** Once you reach the GoldenEnding, the song "Reunited" plays over every possible area (except Papyrus's room, the hidden [[DevelopersRoom Dog Room]], and room_mysteryman if you are able to access it) until you initiate the credits, even over "Temmie Village" and "[[ExactlyWhatItSaysOnTheTin Bird That Carries You Over A Disproportionately Small Gap]]". This is likely an allusion to ''VideoGame/{{EarthBound|1994}}'', which Toby Fox is a great fan of and which served as a major inspiration for ''Undertale''.
296** In the [[spoiler:Genocide Route, entering an empty encounter after having killed off all the monsters in an area will cause the unsettling growling noise you get as the "fight" [=BGM=], aptly titled "[[https://www.youtube.com/watch?v=L9EPrZvArYo But Nobody Came]]", to stick with you for most of what's ahead in the given area. Though the main reason this happens is to indicate you finished up "cleansing" this area of monsters. This also doubles as a MusicalSpoiler if you're into fiddling with audio files. Turns out this is a 1200% slower version of [[https://www.youtube.com/watch?v=L2RT1ZiOtHQ Flowey's Theme]].]]
297[[/folder]]
298
299[[folder:Wide Open Sandbox]]
300* ''VideoGame/AssassinsCreedValhalla'' after hunting down the last Order member, the game disables your quick travel and plays a song that lasts for about the time it takes to ride back to Winchester.
301* In ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'', the Pip-Boy radio overrides the normal ambient BGM, which can be dangerous since it also cancels out the [[SongsInTheKeyOfPanic panic music]].
302* ''VideoGame/OuterWilds'' has the track "[[https://www.youtube.com/watch?v=WVGlXbApOCs End Times]]" that plays [[spoiler:right before the Sun goes supernova]], overriding all other music that may be playing.
303* ''VideoGame/RedDeadRedemption'' and its sequel have important points in the story where they underline the mood by playing a somber song that is timed to last at least the whole ride back home.
304* ''VideoGame/SaintsRow''
305** Used in the second-to-last mission of ''VideoGame/SaintsRowTheThird'': Three Way. Halfway through the mission, the player finds out that the BigBad is escaping, however, at the same time, the anti-gang military group STAG has kidnapped a number of Saints members, and intends to kill them by blowing up a Statue Of Liberty Expy. There is only enough time to deal with one problem. Until the player reaches the boss battle of the chosen route, Bonnie Tyler's 'Holding Out For A Hero' plays, muting out any car radio.
306** ''VideoGame/SaintsRowIV'':
307*** Whatever music you have playing is replaced by the Warden theme whenever one of them comes into play. However, even the Warden theme has to give way against the might of the [[LoudOfWar Dubstep Gun.]]
308*** Many missions will turn off your radio, in order to play some mood-setting music, whether it be atmospheric, or one of the songs that can be heard on the radio. Examples of the latter include Insane In The Brain during the Shaundi rescue mission, Blow The Roof during Overload The Simulation, and Stan Bush's The Touch in the final mission when you obtain the PoweredArmour.
309[[/folder]]
310
311[[folder:Miscellaneous]]
312* ''Super Baseball Simulator 1000'' replaces the stadium themes with a fight song-style motif [[SongsInTheKeyOfPanic when a player is on third base]]. Another special tune plays in all stadiums when both teams are in the Ultra League.
313* A rare non-video game example, the ''Series/LawAndOrder'' television series (including the various spin-offs) will occasionally forego the iconic "Clang-clang!" sound that accompanies scene changes and simply allow the BackgroundMusic to continue during moments of high drama.
314%%* ''VideoGame/DarkCloud'' had the Gallery of Time.
315%% Administrivia/ZeroContextExample. Explain what tracks these themes override, and what is the significance of the override.
316* Entering Climax mode in ''[[Anime/ShoujoKagekiRevueStarlight Revue Starlight [=ReLIVE=]]]'' has your team's selected Revue Song override the standard battle music--or in [=PvP=], your opponent's selected Revue Song if they entered Climax mode before you.
317* In ''VideoGame/SonicForcesSpeedBattle'', Mephiles's battle theme replaces the menu theme during the events where he's the unlockable character. In some occasions, a CPU-controlled Mephiles takes the fourth player slot during gameplay, and in such cases his theme also replaces the stage music.
318* In ''VideoGame/TetrisTheGrandMaster 3'', the rather mellow Sakura mode music overrides all over BGM when two players are present and not playing versus mode. This leads to some [[SoundtrackDissonance completely unfitting]] situations for the music to play in, such as the invisible roll in Master mode and the final 300 levels of Shirase mode.
319* Several ''VideoGame/WarioWare'' games have stages where a special music plays throughout the stage, instead of each minigame having their own theme. In the shuffle modes and microgame indexes, they play their own songs.
320** ''VideoGame/WarioWareIncMegaMicrogames'': Dribble & Spitz, Kat & Ana and Dr. Crygor.
321** ''VideoGame/WarioWareIncMegaPartyGames'': Survival Fever and One-Controller Survival
322** ''VideoGame/WarioWareTwisted'': Dribble & Spitz, you even get to select the song via the radio in the intro cutscene.
323** ''VideoGame/WarioWareTouched'': Ashley's song plays during the microgames you play in her stage.
324** ''VideoGame/WarioWareSmoothMoves'': Dribble & Spitz once again and the Kelerometer.
325** ''VideoGame/WarioWareDIY'': Jimmy T.'s theme overrides that of the corresponding microgame themes during his chapter.
326** ''VideoGame/WarioWareGold'': [[spoiler:Wario Deluxe]]
327** ''VideoGame/WarioWareGetItTogether'': [[spoiler:Penny's Mix]]
328* ''VideoGame/IdolManager'': The transition from Chapter 3 to Chapter 4 is marked by the release of the first video by the Phantasm Facade group. The first scene showing the group has its own theme music that carries onto Chapter 4's title card, then the agency overview screen (which usually has its own background music) until the player has played through all of Chapter 4's main story events.
329[[/folder]]
330
331[[folder: In-Universe Examples]]
332* In ''Fanfic/ASagaOfParallelWorlds'', the North American and European versions of ''Final Fantasy VI'' plays the FloatingContinent dungeon theme throughout the whole dungeon.
333[[/folder]]

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