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7->''"I'm about to drop my latest hit... right on your smug little FACE!"''
8-->-- '''DJ Octavio''', ''VideoGame/Splatoon3''
9
10In {{video game}}s, battles are typically indicated by upbeat or tense music to give a hint of danger. Battle music tends to pop up the most in {{Role Playing Game}}s, where there are often battle screens separate from the rest of the action. Battle music doesn't usually appear in games where you fight and explore on the same plane of action, but it may FadeIn when you get close to a threat, particularly in more recent games.
11
12Several different types of battle music may appear:
13
14''Shifting Battle Music'' - Because you might get sick of the battle theme if it's the same throughout the game, some games may employ several different "normal" battle themes which change throughout the game.
15
16'''These themes may be:'''
17* Progressional: As you progress through the game, the battle theme may change at certain milestones.
18* By Dungeon: If the battle music is merely a remix of the dungeon music, each dungeon may have its own music. This is fairly rare, through, because of the extra work involved.
19* Situational: A different, more tension-filled battle theme may play in different situations, such as getting ambushed by the enemies. See also SadBattleMusic.
20* Aversion: No battle music for separate enemy encounter except bosses. Often done out of realism or to invoke NothingIsScarier.
21
22''BossBattle Music'' - Most games have a separate battle theme for the BossBattle, including games which aren't {{RPG}}s. This is usually a tense, action-packed theme.
23
24'''Different boss themes may play for:'''
25* Normal Boss Battle: The battle theme for 'normal' bosses or minibosses. Some games may have a few different 'normal' boss themes; otherwise, expect to hear it a lot at the end if there's a BossBonanza.
26* Major Boss Battle: A more dramatic theme for the more difficult or unique bosses. Usually used for a ClimaxBoss. May overlap with the Villain Battle Theme.
27* Villain Battle: The battle theme for major story villains, which may serve as their {{Leitmotif}}, or be a BossRemix thereof. This is usually lighthearted and silly for the GoldfishPoopGang or QuirkyMinibossSquad, but more serious bosses such as TheDragon or BigBad will have more tension-filled battle themes.
28* FinalBoss Battle: The battle theme for the FinalBoss of the game. If the FinalBoss has [[SequentialBoss multiple forms]] ([[OneWingedAngel as they usually do]]), each form will have its own theme music. The first form may use the Major Boss or Villain Battle theme for that particular BigBad, but later forms will be unique. The very last battle music may be marked by the use of [[OrchestralBombing live orchestra]], [[OminousPipeOrgan organs]], [[OminousLatinChanting ominous choir]], or [[AutobotsRockOut extremely tense rock music]] [[OrchestraHitTechnoBattle or techno music]]. [[GenreMashup Or all of the above.]] Occasionally if the FinalBoss is a TragicMonster itself, SadBattleMusic may occur.
29* Different theme for each boss: Some games will go out of their way to give ''every'' boss, regardless of story relevance, its own theme. Exceptions may be made for minibosses, and {{Recurring Boss}}es may share a theme for all of their battles, but other than that, they will all be unique. Due to the extra work involved in making completely different themes for every boss, it's usually reserved for games with longer, more elaborate boss battles to help make each fight feel distinct and memorable, since it tends to result in LongSongShortScene if a minute-long theme is used exclusively to soundtrack a WarmUpBoss that can be beaten in 20 seconds.
30
31''Battle {{Fanfare}}'' - The victory fanfare that plays at the end of the battle. Some games have no fanfare at all for normal battles, and switch back to the 'dungeon' music instantly on completion of the battle. These games may sometimes have them for completing the BossBattle, though.
32
33'''As for games with battle fanfares, they tend to come in two styles:'''
34* ''Franchise/FinalFantasy'' style: The fanfare plays, followed by a triumphant theme which lasts until the 'battle screen' is exited.
35* ''VideoGame/DragonQuest'' style: A short fanfare is played, after which the dungeon music starts up again.
36
37See also OrchestralBombing for the movie version.
38----
39!Examples
40
41[[foldercontrol]]
42
43!!Bosses
44
45[[folder:Action Adventure]]
46* ''Franchise/TheLegendOfZelda'':
47** Averted in the first ''VideoGame/TheLegendOfZeldaI''. None of the enemies or bosses, not even Ganon who is the FinalBoss, has a battle theme.
48** ''VideoGame/ZeldaIITheAdventureOfLink'' set the tradition in itself and subsequent 2D (and eventually also 2.5D) ''Zelda'' games to play a tense, fast-paced battle music for all standard bosses, with the FinalBoss having a smooth-but-ominous one. Notably, the Ganon battle theme in ''VideoGame/TheLegendOfZeldaALinkToThePast'' would be later used for Phantom Ganon (a MiniBoss) in ''The Wind Waker''.
49** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has five boss battle themes. Two for the final battle, one for the bosses fought on Death Mountain (dungeons 2 and 5), one for the other bosses, and one for the minibosses. Interestingly, the Death Mountain boss theme was remixed for Stallord in ''Twilight Princess''.
50** ''VideoGame/TheLegendOfZeldaMajorasMask'', despite being a 3D game, follows the pattern of 2D games by giving all regular bosses a tense music track and a smooth, yet menacing theme for the final boss. However, in 3D ''Zelda'' fashion, it does also have a dedicated battle theme for minibosses.
51** From ''VideoGame/TheLegendOfZeldaTheWindWaker'' onwards, every (or almost every) boss in the 3D games has a unique boss theme, and the 2003 game also started the trend of featuring minibosses with unique themes (Phantom Ganon plays a remix of Ganon's theme from ''A Link to the Past'', and the sea minibosses Cyclos and Big Octo share a unique track as well).
52** ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the boss battle music often gets a [[VariableMix triumphant version of the game's overworld theme]] when you're in the process of exploiting the enemy's weak spot with some well-aimed sword strikes. It uses one song for the bosses before the fourth dungeon, and another for the ones after. The switch happens right in the middle of the fourth boss's fight. Also in the game, there is also a tense 'You're Losing' mix when Ganondorf seems to get the upper hand when you've locked blades with him. Regarding minibosses, several of them has unique themes that fit their nature or style, though a few still adhere to a general track (such as Darknut and Aeralfos).
53** ''VideoGame/TheLegendOfZeldaSpiritTracks'' is unique among the 2D and 2.5D ''Zelda'' games in that it features a larger-than-usual repertoire of music tracks for bosses. There is one for those from the odd-numbered temples (Forest, Ocean, Sand), one for the bosses from the even-numbered ones (Snow, Fire; the latter adds VariableMix for when Link isn't riding the minecart necessary to damage the boss), one for the overworld miniboss Rocktite (VariableMix is used depending on how close the monster is to the Spirit Train), one for all remaining minibosses, one for ClimaxBoss Byrne (a BossRemix of his {{Leitmotif}}), one for {{superboss}} Dark Link (borrowed from the Ghost Ship from ''VideoGame/TheLegendOfZeldaPhantomHourglass''), one for the Demon Train, and three for Cole and Malladus (with the second being a BossRemix of Cole's Leitmotif and the third being a upbeat reprise of the game's title screen theme).
54** ''VideoGame/TheLegendOfZeldaSkywardSword'' features multiple boss tracks as usual, but there's also a special case: One of the bosses, The Imprisoned, has a sophisticated VariableMix that comes into effect depending on the situation. There's the theme for the boss simply walking, one for when [[spoiler:the player is controlling the Groosenator]], one for when the boss is close to its destination, and one for when [[spoiler:the player is controlling the Groosenator during that dangerous proximity]].
55** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': Among many other nods to ''A Link to the Past'', the game brings back the classic boss theme from that game for the Hyrule bosses (except Yuga, who uses a BossRemix of his {{Leitmotif}} for his boss fights), now with a modern remix. But in a twist, the Lorule bosses use a brand-new theme (though its instrumentation and some of its cadence are derived from the Hyrule boss music). The game also has a theme for the enemy ambushes in the dungeons, as well as one for the minibosses. [[spoiler:In the first phase of the FinalBoss battle, Yuga's merged form with Ganon gets a theme that merges the latter's ''A Link to the Past'' boss music with his own leitmotif; in the second phase, they get an extra theme that incorporates Zelda's Lullaby into the mix]]. Lastly, the Dark Link fights that can be obtained via [=StreetPass=] play a BossRemix of the dungeon theme from ''VideoGame/ZeldaIITheAdventureOfLink'' (which makes sense, as that was the debut game for Dark Link himself).
56** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has a battle theme for Calamity Ganon, which is remixed in a different way for each of the Blight Ganon entities fought in the Divine Beasts (in turn, each version of the theme has a second, higher-pitched version for its boss's second phase). With the exception of Stalnox, all bosses fought in the overworld (Talus, Hinox, Molduga and Master Kohga) have their own themes (Stalnox uses the same theme as Hinox). The boss fought at the end of The Champions' Ballad DLC (Monk Maz Koshia) has his own theme as well, being namely a BossRemix of the shrine battle theme. Lastly, the Guardian Scout minibosses fought in the Test of Strength shrines uses a mildly altered version of the standard mini-Guardian enemy theme, and includes a special victory fanfare heard when the Scout is defeated.
57** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Not only does every boss feature its own battle music but, with the exception of Talus, Hinox/Stalnox and Master Kohga, each one's theme also incorporates a distinct TriumphantReprise that kicks in when the boss in question is stunned or incapacitated.[[note]]To compare, each boss in ''Twilight Princess'' except Ganondorf used the same reprise, whereas Gohdan in ''The Wind Waker'', Scaldera and Tentalus in ''Skyward Sword'' and Molduga in ''Breath of the Wild'' were the only other bosses in the series whose respective themes made use of that trope at all.[[/note]] In addition, similar to the Blight/Calamity Ganon themes in ''Breath of the Wild'', the pitch of the temples' respective boss themes increases during their second phases.
58* ''Franchise/{{Castlevania}}'':
59** In ''VideoGame/CastlevaniaAriaOfSorrow'', there's separate boss music for [[CoolOldGuy Julius]] (a combination of two old tunes, "Don't Wait Until Night" and "Heart of Fire"), and in ''VideoGame/CastlevaniaDawnOfSorrow'', [[spoiler:[[RogueProtagonist Soma]]]] uses Dracula's fight music, "Dance of Illusions". ''Aria of Sorrow'' also has a separate boss theme for fighting [[spoiler:[[SinisterMinister Graham]]]], and [[spoiler:[[EldritchAbomination Chaos]], the final boss, had two battle themes.]] There is also both a regular boss theme used for most bosses, and a major boss theme used for [[WarmUpBoss Creaking Skull]] and Balore.
60** In ''VideoGame/CastlevaniaSymphonyOfTheNight'', there is "Festival of Servants" for Normal boss battles, "Death Ballad" for Major boss battles like Death or Shaft, "Enchanted Banquet" for Medusa and Succubus, "Dance of Illusions" for Dracula in the intro, "Blood Relations" for [[spoiler:[[ClimaxBoss Richter]]]], and "Black Banquet" for the FinalBoss fight against Dracula again.
61** ''VideoGame/CastlevaniaOrderOfEcclesia'' has many boss themes, the titles of which reference previous games in the series. They are: a regular boss theme ([[VideoGame/CastlevaniaSymphonyOfTheNight Symphony]] of Battle), a theme for the more difficult bosses (and [[{{Superboss}} Jiang Shi]]) ([[VideoGame/CastlevaniaHarmonyOfDissonance Dissonant]] Courage), a theme for the bosses fought inside Dracula's Castle (Chamber of [[VideoGame/CastlevaniaPortraitOfRuin Ruin]]), two villain songs ([[VideoGame/CastlevaniaDawnOfSorrow Sorrow]]'s Distortion and [[VideoGame/CastlevaniaLamentOfInnocence Lament]] to the Master), and the Dracula battle music ([[TitleDrop Order]] of the Demon).
62** Dracula usually has at least two boss themes, one for his normal form, and one or more for his OneWingedAngel forms.
63* ''VideoGame/CaveStory'' generally has one of two themes: The light, fast Normal boss theme ("Gravity") and the deep, heavy Major boss theme ("Eyes of Flame"). The normal final boss and the PerfectRunFinalBoss both have "The Last Battle" as their theme. Only three bosses get their own unique themes: [[LoadBearingBoss The Core]] ("Oppresion"), the BigBad (which in turn has one for the OneWingedAngel form, the oddly playful and repetitive "Charge"; and "Zombie" which is played in the first form), and oddly enough a GiantSpaceFleaFromNowhere ("Run!", recycled as normal BGM during a couple of action scenes).
64* Used in ''VideoGame/ShadowOfTheColossus''; the music becomes a lot richer and more intense when you climb onto the titans. As the whole game consisted of boss battles, the change of music during the battle is one of the most memorable parts of the game.
65* Each boss in ''VideoGame/LaMulana'' has a unique boss theme. [[spoiler:One of the developers even references this, complaining about the fact that this was a lot of work, then humorously realizing he came up with the idea himself.]]
66* The SNES version of ''VideoGame/PrinceOfPersia1'' has four battle themes: for {{Mook}}s(and the BossRush in Level 19), normal bosses(with two distinct entrance fanfares depending on the boss's difficulty), the GiantSpaceFleaFromNowhere in Level 17, and the FinalBoss.
67* ''VideoGame/{{Magicka}}'' uses one theme for almost all bosses and minibosses. However, a few major bosses have their own themes.
68* ''Franchise/{{Metroid}}'':
69** In ''VideoGame/Metroid1'', Ridley and Kraid share a regular battle theme, leaving the third and last boss (Mother Brain) as the only one with its own theme. For ''VideoGame/SuperMetroid'', they received their own respective themes (and Ridley would play its in all subsequent appearances, even having a second theme in ''Zero Mission'' for its Mecha Ridley rematch, and another in ''Corruption'' for its Omega Ridley rematch). Ridley's theme is also borrowed by Draygon in ''Super'', while Kraid's is shared with Crocomire and Phantoon; the mini-bosses all share a haunting battle theme.
70** ''VideoGame/MetroidIIReturnOfSamus'' (and, by extension, ''VideoGame/MetroidSamusReturns'') have different music for the evolved Metroid battles (also, unrelated to Villain and Boss, regular monsters that are more dangerous get an [[https://www.youtube.com/watch?v=3cWbLagjxbA ominous theme]]). ''Samus Returns'' gives Diggernaut a modern remix of Arachnus's ''VideoGame/MetroidFusion'' theme (Arachnus itself debuted in the original ''Metroid II'' and reappears here accordingly, but in both cases it uses a different track).
71** ''VideoGame/MetroidFusion'' and ''[[VideoGame/MetroidZeroMission Zero Mission]]'' spare themselves the music sharing conundrum from their predecessors by giving each boss its own theme (the former makes an exception with Serris and Yakuza, as both of them do share one theme).
72** The ''VideoGame/MetroidPrimeTrilogy'' series has a unique theme for every major boss. Mini-bosses either share themes with each other or borrow enemy encounter themes (''VideoGame/MetroidPrime3Corruption'' makes an exception with the corrupted hunters, as does ''VideoGame/MetroidPrimeHunters'' with the rival hunters, giving each of them a special battle theme).
73** ''VideoGame/MetroidOtherM'' gives each boss and mini-boss a unique theme, except Phantoon (it reuses Metroid Queen's).
74* ''VideoGame/{{Okami}}'':
75** The original game has a strange distribution of boss music. The theme that is first heard when fighting Crimson Helm (the second boss) is also heard in the fight against Blight (the fourth boss) as well as in nearly every MiniBoss. But Waka, a miniboss himself, uses a special remix of that theme for his own battles against the protagonist, while [[spoiler:Nagi, Susano's ancestor]] (the last miniboss introduced in the game) uses a different theme altogether. Also, the FishingMinigame has a dedicated battle music heard whenever Amaterasu is helping a fisher capture a particularly strong fish (Whopper in Agata Forest, Cutlass Fish in Sei-an City and Marlin in West Ryoshima Coast). All remaining opponents (the dungeon bosses other than Crimson Helm and Blight), including the FinalBoss, have their own respective tracks.
76** ''VideoGame/{{Okamiden}}'', being a handheld game tailored for the Nintendo DS's lower capacity, gives all regular bosses (and the few minibosses present) the same battle music, while the last three bosses fought back to back in the climax ([[spoiler:Kurow, Akuro and possessed Kuni]]) have one unique track each.
77* All bosses in ''VideoGame/NoMoreHeroes'' and its sequels have their own battle themes. ''VideoGame/NoMoreHeroes2DesperateStruggle'' makes an exception with Ryuji, who borrows the music of Matt Helms ("Subuta 2"). Also of note is Henry's theme ("We Are Finally Cowboys"), which is heard during his TrueFinalBoss battle against Travis at the end of the first game, and is remixed into a more dynamic version in the second game when ''[[PromotedToPlayable he]]'' is fighting Mimmy.
78* ''VideoGame/MystikBelle'' has the standard boss theme "Dance For a Hallowed Duel", and the FinalBoss theme "The Witch's Fists of Science".
79[[/folder]]
80
81[[folder:Adventure Game]]
82* ''VideoGame/HypeTheTimeQuest'' has two themes used in boss battles. These tend to fade as the titular character moves farther away from the boss.
83[[/folder]]
84
85[[folder:Beat 'em Up]]
86* ''VideoGame/GodHand'' goes the extra mile: all minibosses and regular bosses have their own theme music, and when you fight the demon forms of Elvis and Shannon, their regular boss music gets remixed.
87* ''VideoGame/MadWorld'' uses four themes for its regular bosses: "MADWORLD" (for Little Eddie, Jude the Dude, Shogun, and the Shamans), "Bang" (for Von Twirlenkiller, Frank, and the Masters), "Death and Honor" (for Yokozuna, Kojack, and Martin) and "You Don't Know Me" (for the female bosses Rin Rin and Elise). The final boss, [[spoiler:the Black Baron]], gets two VillainSong themes: "Look Pimpin'" for the first half and "So Cold" for the second.
88* ''VideoGame/DoubleDragon'':
89** The arcade version of the first game features a standard theme for the first three bosses. For the final boss, it plays the [[ThemeMusicPowerUp opening title theme]] instead. The NES version lacked the boss theme, but still plays the main theme during the final battle until [[TrueFinalBoss Jimmy]] shows up (where it switches to the Mission 1 theme).
90** In the arcade version of ''Double Dragon II'', each boss has a unique theme music. In the NES version, a generic boss theme (the same tune that was used for Abore, the Mission 2 boss, in the arcade version) is used for all the bosses, except the player's [[MirrorBoss evil clone]] (who uses a different boss theme than the one in the arcade version, whose theme was instead used for Mission 6 in the NES version) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard). The ''Trilogy'' port uses "Night Sky Tension"(the Chopper stage theme from the NES version) for the first three bosses, and "Roar of the Double Dragons"(the aforementioned NES TrueFinalBoss theme) for the climactic battle with Willy and his minions, but retains "Wicked God" for the MirrorBoss.
91** In both the arcade and NES versions of ''Double Dragon III'', every boss has his own theme music as well, although some of the bosses in the NES version are different (namely the ones in Mission 2 and 4) and other bosses (like Ranzou and the final boss) have different theme music as well.
92** ''VideoGame/DoubleDragonNeon'' had unique themes for each of the bosses in the game. The final boss battle against Giga Skullmageddon uses the remix of the original arcade game's theme that also plays the title screen.
93* ''VideoGame/KunioKun'':
94** ''VideoGame/RiverCityRansom'' has four distinct boss themes: a "middle boss" theme (the standard boss theme), a "big boss" theme (played only during two specific boss battles), the Dragon Twins theme (actually a rendition of the ''Double Dragon'' theme), and the final boss theme.
95** ''VideoGame/RiverCityGirls'': There's music for each boss, each called "Boss: [Name]", except for the {{Superboss}}.
96* ''VideoGame/StreetsOfRage'':
97** The original game has "Attack the Barbarian" as the standard boss theme and "Big Boss" for the battle against Mr. X.
98** The second game has "Never Return Alive" for the standard bosses, "Max Man" for Shiva, and "Revenge of Mr. X" for the final battle.
99* The themes for the main cast in the ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' fan-made game ''VideoGame/MyLittlePonyFightingIsMagic'' survive on [=YouTube=] even though Hasbro shut down their actual use in a fighting game.
100* Every boss in ''VideoGame/TheNinjaWarriorsAgain'' has their own unique theme music. [[DualBoss Phobos and Deimos']] theme is a remix of Gigant's, which makes sense considering that they're custom-made versions of Gigant.
101[[/folder]]
102
103[[folder:Fighting Game]]
104* As the ''VideoGame/PunchOut'' series evolved, so did its relationship with this trope. None of the arcade games (''Punch-Out!!'', ''Super Punch-Out!!'', ''VideoGame/ArmWrestling'') featured any music, the NES game (''Punch-Out'', both the Tyson version and the Mr. Dream version) has the same fighting music for all boxers you challenge (what does change is their intro fanfare), the SNES game (''Super Punch-Out!!'') has a theme for each of the four circuits, and the Wii game (''Punch-Out!!'') adds a battle theme for the Minor Circuit title bout (against King Hippo, used again in his rematch in Title Defense), another for the Major Circuit one (against Don Flamenco, used again in his rematch in Title Defense), and then ''one for every boxer'' when you face them in Exhibition mode (all of them are based on the series' main theme, albeit remixed to fit the cultural stereotypes of the boxers). In the ''Doc Louis'' game, only one theme is used, since your only opponent is Doc himself.
105* ''VideoGame/SuperSmashBros'':
106** Traditionally, Master Hand and Crazy Hand use the battle music of Final Destination (said music changes from game to game). An exception for Crazy Hand occurs in the BossRush mode in ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'', where it instead borrows the theme of Giga Bowser (which debuted in ''[[VideoGame/SuperSmashBrosMelee Melee]]'' alongside Giga Bowser himself).
107** ''VideoGame/SuperSmashBrosMelee'': Metal Mario and Metal Luigi in Adventure Mode, as well as whichever character you face in ChromeChampion form in Classic Mode, all use a tense techno music during battle. This theme cannot be selected for play in the standard Vs. Matches.
108** ''VideoGame/SuperSmashBrosBrawl'': Every boss in the Subspace Emissary mode uses a tense, dramatic theme from the universe they're representing (in the case of Ridley and Meta Ridley, it's their flagship battle theme from the ''Metroid'' series). Since Duon and Galleom are original bosses, they share a BossRemix of the game's main theme instead. Tabuu, another original boss and the last one in the mode, uses a completely new theme.
109** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'': The only new boss to have its own theme is Master Core, the TrueFinalBoss of Classic Mode. The other new bosses, due to their default status as stage hazards (they only act as true bosses in the Event Matches as well as Smash Tour), simply use whatever music their stages they're currently playing.
110** ''VideoGame/SuperSmashBrosUltimate'': Each regular boss in ''World of Light'' mode plays whichever theme it plays for them in its franchise of origin. The original boss themes incorporate elements of the game's main theme, "[[https://www.youtube.com/watch?v=QTISQCY6LYo Lifelight]]". The theme of [[https://www.youtube.com/watch?v=tO8Htk8wMZ4 Galeem]] is fast-pased OrchestralBombing reflective of the desperation the heroes contend with in fighting the BigBad. [[spoiler:In contrast, the theme of the Galeem's counterpart, [[https://www.youtube.com/watch?v=KOSl4BAcsH8 Dharkon]], is much slower and foreboding, mixing in [[AutobotsRockOut rock guitars]] befitting the evil god. The TrueFinalBoss theme against [[https://www.youtube.com/watch?v=-FKKCJrhUUg both Galeem and Dharkon]] [[DualBoss at once]] strikes a balance between the two themes in its tempo while weaving in the chorus from "Lifelight" and a far more triumphant sound, as befitting the final battle of the game.]]
111[[/folder]]
112
113[[folder:First-Person Shooter]]
114* The approach of a tank in ''VideoGame/Left4Dead'' is accompanied by [[https://www.youtube.com/watch?v=mpg48MJz7ik this track]], and it continues playing until the fight is over. During a Finale, a slightly modified version of the Tank theme plays, called [[https://www.youtube.com/watch?v=WhiGnj7QX2A "taank"]]. The second "Boss Infected", the witch, also has [[https://www.youtube.com/watch?v=M7kmM7vMCxk her own score]]. The other, less dangerous "Special Infected" have shorter leitmotifs that play when they spawn or when they pin a player. There's also a variety of drum themes that play during a horde attack, and a special "slayer" theme that is mixed in when the player is engaging a horde. For Left 4 Dead 2, the horde music is even played by different instruments depending on the campaign, and the Concert finale has two rock remixes of the Tank theme.
115* ''VideoGame/RiseOfTheTriad'' has "Hellero", shared among all episodic bosses (including the last one).
116* ''VideoGame/Turok2'' , has four boss battle themes: the first being used for Golden Eye in the Lair of the Blind Ones, the second shared between the Mantid Queen and the Primagen, the third for the Mother of the Flesh Eaters, and the fourth (titled "Dark Totem" on the official soundtrack) was intended for the Primagen but ended up a CutSong.
117[[/folder]]
118
119[[folder:Light Gun Game]]
120* ''VideoGame/SilentScope'' has a standard battle theme for all bosses except the Tower Building battle with Scorpion and the Stadium battle with Cobra, which have their own themes, and the ClimaxBoss fight with Monica, which retains the stage's background music. In the second game, all bosses except the [[AntiClimaxBoss anticlimactic]] FinalBoss use the same theme.
121* ''VideoGame/TimeCrisis'' has a common boss theme for Moz and Sherudo, and Wild Dog's theme, which would be remixed in his subsequent reappearances, for the FinalBoss battle with him. Most other bosses in the sequels have unique battle themes.
122[[/folder]]
123[[folder:MMORPG]]
124* ''VideoGame/RuneScape'' has battle themes in dungeoneering. There are several different 'types' of dungeon (frost, abandoned, furnished, occult, warped). Every type of dungeon has 10 different battle themes, and a random track will play whenever you are in combat in daemonheim. On top of this, all of the 30 bosses for dungeoneering have their own theme tune, some of them are among the best music in the game. Also, both the standard combat themes and the boss music in daemonheim really suit the area/boss monster they play for. Quest bosses generally have their own music as well. They are usually better (or at least more intense) than most of the games' music.
125* ''VideoGame/{{Vindictus}}'' primarily saves its battle themes for boss battles.
126* ''VideoGame/FinalFantasyXIV'' features unique battle themes, often with lyrics, to accompany its boss battles. In the case of primal bosses, they cross over with VillainSong and BraggingThemeTune. Several years and extensions later Soken, the game's composer, is still releasing a banger after banger (more on the extensive dedicated [[https://tvtropes.org/pmwiki/pmwiki.php/AwesomeMusic/FinalFantasyXIV Awesome Music page]]). From the 2.0 version alone, we have:
127** "[[https://www.youtube.com/watch?v=nMLl98A0v8k Primal Judgment]]", the theme of Ifrit. OrchestralBombing ensues.
128** "[[https://www.youtube.com/watch?v=bDEPwFmBQXM Under the Weight]]", the theme of the final phase of the battle against Titan: a hard-hitting industrial theme with lyrics illustrating Titan's killer intent.
129** "[[https://www.youtube.com/watch?v=zqJRnD5HuZw Fallen Angel]]", the theme of Garuda. After a tense intro with a creepy organ, Garuda whispers "''Now, fall!''", and [[AutobotsRockOut the electric guitars kick in]].
130** "[[https://www.youtube.com/watch?v=pCcbKY7d0dc Good King Moggle Mog XII]]", the eponymous theme of the Good King Moggle Mog: a bragging theme for the Good King and his Moggleguard in a style reminiscent of "[[WesternAnimation/TheNightmareBeforeChristmas This is Halloween]]".
131** "[[https://www.youtube.com/watch?v=xhZiZf0M-hQ Through the Maelstrom]]", the theme of Leviathan, a rock anthem with lyrics from Leviathan's devotees begging for deliverance.
132** "[[https://www.youtube.com/watch?v=HydzCxbzXGU Thunder Rolls]]", the theme of Ramuh, opens with a OneWomanWail before the song commences in earnest, slow and methodical as the Lord of Levin.
133** "[[https://www.youtube.com/watch?v=RHkMfJBDFZM Oblivion]]", the theme of Shiva: a full-blown punk rock theme with lyrics from the perspective of Shiva's summoner as she dispenses with her fear of death.
134* ''VideoGame/PhantasyStarOnline2'' is ''fantastic'' in this regard. Every single boss in the game has its own unique theme, and many of them use a dynamic soundtrack with variations of the themes depending on the current situation. For example, one of the first few bosses, Vol Dragon, has ''seven'' different variants of his theme depending on [[TurnsRed how enraged]] he is.
135[[/folder]]
136
137[[folder:Platform Game]]
138* ''VideoGame/ShantaeAndTheSevenSirens'': There's a song called "Boss Battle".
139* ''Franchise/SonicTheHedgehog'':
140** ''VideoGame/Sonic3AndKnuckles'' includes the following themes: Act 1 Boss, Act 2 Boss, Main FinalBoss, and TrueFinalBoss (Super Metal Sonic and Doomsday Zone).
141** ''VideoGame/SonicAdventure2'' (and its predecessor, to a lesser extent) featured a unique boss battle theme, which repeated for most major bosses, with the game's BigBad sporting a [[https://www.youtube.com/watch?v=jMoafV5C7m0 unique one]].
142** In ''VideoGame/SonicTheHedgehog2006'', there's one boss theme for all of the [[LetsYouAndHimFight hedgehog vs. hedgehog fights]], and each of the game's {{Big Bad}}s (Eggman in Sonic's story, Mephiles in Shadow's story, and Iblis in Silver's story) get their own theme, each of which gets remixed for their FinalBoss fight. And then the TrueFinalBoss gets a separate theme for both both phases of its fight.
143** ''VideoGame/SonicColors'' has three normal boss themes- one for each type of boss, as well as a theme for each of the two phases of the final boss (with the second being a TriumphantReprise of the game's main theme, "Reach For the Stars").
144** ''VideoGame/SonicMania'' has a myriad of unique boss themes. In particular, there are themes for normal Act 1 bosses, Act 2 boss fights against Eggman, boss fights against the Hard-Boiled Heavies, [[spoiler: The ''Mean Bean Machine'' segment of Chemical Plant Act 2 has its own unique theme]], and themes for the FinalBoss and TrueFinalBoss.
145** In ''VideoGame/SonicFrontiers'', every Guardian has its own theme (or version of a theme, as the upgraded Guardians seen in the "Another Story" section of the "The Final Horizon" update have remixes of their original version's themes). The Titans share a theme for when Sonic is attempting to get the Chaos Emerald they're guarding, and when he gets the emeralds and transforms into Super Sonic, in comes the [[AutobotsRockOut hard rock with vocals.]] (One song for each titan: [[https://www.youtube.com/watch?v=u_FRDqHT5y0&ab_channel=SEGA-Topic "Undefeatable"]] for GIGANTO, [[https://www.youtube.com/watch?v=AzSIuBwPAKs&ab_channel=SEGA-Topic "Break Through It All"]] for WYVERN, and [[https://www.youtube.com/watch?v=4gzIL8_G4Xs&ab_channel=SEGA-Topic "Find Your Flame"]] for KNIGHT. [[spoiler:The fourth titan, SUPREME, has three themes- one for the original fight in the main scenario, and two for each phase in the second battle seen in "Another Story" where THE END possesses it- ''all three of which'' are versions of the game's main theme, "I'm Here". THE END's fight in the main story also has its own theme.]]
146* ''Franchise/DonkeyKong'':
147** ''VideoGame/DonkeyKongCountry'' does this with one boss theme and one final boss theme per game, with the exceptions of ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]'' (each boss has its own theme) and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' on GBA, which had a really strange variation. Namely, Arich and Kroctopus (two random bosses) got a different theme, yet all the others, including the final one ''didn't''. No, no reason given for it.
148** ''VideoGame/DonkeyKong64'' gives each boss a battle theme [[BossRemix based on the level where it's found]]. There is also a general battle theme for the minibosses (except the Giant Spider from Fungi Forest, which gets its own theme based on Fungi Forest itself).
149* ''VideoGame/BanjoKazooie'' and its sequel ''VideoGame/BanjoTooie'' do the BossRemix variety whenever you take on a boss, with the battle music being a more intense version of level's background music. ''VideoGame/BanjoKazooieGruntysRevenge'', an interquel, uses the same theme for all bosses (albeit remixed for the Ghost Pirate's battle), being based on a part of Gruntilda's battle theme in the first game (which ''in turn'' is based on the level theme of Mad Monster Mansion). ''VideoGame/BanjoKazooieNutsAndBolts'' only has Gruntilda as the final boss, and her theme is once again a remix of her leitmotif.
150* ''VideoGame/ConkersBadFurDay'': Three bosses (the Wanka swarm, Haybot and Big Boiler a.k.a. The Big Big Guy) share a mainstream boss theme, and there is a rural-styled remix of it for the one fought in the ranch (Haybot), plus a military remix heard when Conker is [[spoiler:fleeing from the Tediz island after defeating a boss]]. The rest, however, have their own themes, except for The FinalBoss who averts the trope. When you fight him, all you hear is [[spoiler:the wind being blown away towards the empty outer space.]]
151* ''VideoGame/GarfieldsNightmare'': Each boss has a distinct battle music. The first one's is a mix of medieval and spooky flavor, the second one's is a frantic tune styled as marching music, the third one's is a more playful theme reminiscent of the boss fight tracks heard in the ''VideoGame/CrashBandicoot'' games (especially ''2'' and ''Warped'', thanks to the steel drums), and the fourth's is an electronic-styled theme (it's ironically the shortest too, considering the fourth boss is also the last).
152* The ''VideoGame/MegaManClassic'' series is kind of a weird case: Each game has its own boss fight music for the robot masters, and depending upon the game, there may be additional boss fight musics for fortress bosses or the final boss. However, robot masters are usually associated with the theme music that plays during their ''stages'' rather than the boss fights themselves, possibly as a result of naming the stages after their bosses.
153* In ''VideoGame/{{Rosenkreuzstilette}}'', the boss characters are mostly associated with the theme music that plays during their stages and the dialogue shared with them before their fights, rather than the boss fights themselves. Nevertheless, ''Rosenkreuzstilette'' had "Arima's Music No. 03" by [=AM3=] for Freu as the opening stage boss and seven of the main bosses, "Arima's Music No. 22" by [=AM3=] for Freu's second fight (which is the only boss theme actually associated with a boss other than Zeppelin and [[spoiler:Iris]]), "Fighting Spirit" for the clash between Grolla as a player and Tia as a boss in Grolla's story, "Arima's Music No. 15" by [=AM3=] for the Zeppelin Stage bosses, "Fighting Eternally" by Unlimited Hellest for Count Michael Zeppelin, "Closed Garden" by Unlimited Hellest for the [[spoiler:Iris]] Stage bosses and the boss rematches at [[spoiler:Iris]] Stage 3, "Pray to Muse For..." by Song! Cat Room: Unkolyn for the [[spoiler:Iris Machine]], and "Last Battle ~Requiem for Myself~" for [[spoiler:the Iris Capsule and Seraphic Iris]]. In the sequel, ''Rosenkreuzstilette Freudenstachel'', we get "Attacking Game" by Takumi dot Net for Eifer as the opening stage boss and the eight RKS bosses, "Four Heavenly Kings" by DEAD END WONDER for the four Schwarzkreuz bosses and the boss rematches at [[spoiler:Iris]] Stage 3 along with [[spoiler:Karl]] in Pamela's story, "Blue Daemon" by Unlimited Hellest for [[spoiler:Count Michael Zeppelin and Eifer as the Dark Devil]], "The end of last age final destination" by Kamo King for the [[spoiler:Iris Machine]], and "Awakening the Profound Evil" by Wingless Seraph for [[spoiler:a BrainwashedAndCrazy Tia and Seraphic Iris]].
154* ''Franchise/SuperMarioBros'':
155** ''VideoGame/SuperMarioBros2'' set the tradition in itself and subsequent 2D games of giving a common battle theme for both the bosses ''and'' the minibosses present, thus leaving the corresponding FinalBoss (Wart in ''[=SMB2=]'' itself, Bowser in ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', Tatanga in ''VideoGame/SuperMarioLand'', Wario in ''VideoGame/SuperMarioLand2SixGoldenCoins'') as the only one with a unique battle theme. In contrast, [[VideoGame/SuperMarioBros1 the very first game]] and by extension ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' lack any boss music even in the final duel against Bowser (the Castle course theme still plays); this is rectified in the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake for both games, which does add a battle theme for the regular Bowser encounters and another for the last ones. The trend also applies for all ''VideoGame/YoshisIsland'' and ''VideoGame/NewSuperMarioBros'' games, though the minibosses do have a common separate theme in each of them.
156** ''VideoGame/SuperMario64'' has only three themes: A general track for regular bosses (minibosses like Big Boo and Chief Bully avert the trope), and two for Bowser (with the second being an OminousPipeOrgan remix of his [[https://www.youtube.com/watch?v=ATKztq3a5is&feature=related usual theme]] for the [[https://www.youtube.com/watch?v=Tu8N86Wq9yw final battle]]).
157** ''VideoGame/SuperMarioSunshine'' improves upon its predecessor ''Super Mario 64'' by having a general music theme for regular bosses, a theme for regular minibosses, a dedicated theme for ClimaxBoss Mecha Bowser, a BossRemix of the classic Underground theme of the original ''Super Mario Bros.'' for Shadow Mario, and a suspenseful drum-and-piano track for Bowser in the final battle.
158** ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'' has a wide array of boss music, meaning that each theme will only be shared by three bosses max and some will be unique to only one. ''Galaxy'' is also the first 3D ''Mario'' game to incorporate VariableMix in certain themes, like when Mario is throwing back a projectile from King Kaliente or viceversa or when Bowser is being stunned. The latter's theme evolves into full OminousLatinChanting during the last phase of the last battle, even without the need of variable mix.
159** ''VideoGame/SuperMario3DLand'' only has three bosses, but each of them has their own theme, with Bowser gaining a second theme based on OrchestralBombing for the final battle. The sequel ''VideoGame/SuperMario3DWorld'' adds more bosses to the mix, with the Hisstocrats having a jazz-styled theme for themselves, Prince Bully borrowing the enemy blockade music (as he's fought in a blockade-type level) and the remaining regular bosses sharing a general orchestrated theme. Bowser now relies on AutobotsRockOut for his two themes.
160** In ''VideoGame/SuperMarioMaker'', the signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead. ''VideoGame/SuperMarioMaker2'' adds a second theme for each game style, namely the FinalBoss theme (again, the original SMB lacked any sort of boss music, so in ''Maker 2'' it borrows the Bowser battle theme from ''[=SMB3=]''); the game also has boss music (both regular and final) from ''Super Mario Bros. 2'' and ''Zelda II: The Adventure of Link'', heard when the player's character triggers the boss music while using the [=SMB2=] Mushroom and Master Sword respectively.
161** For ''VideoGame/SuperMarioOdyssey'', ''every'' regular boss has its own theme, while the Broodals (who are minibosses) share one. Madame Broode plays a stylized remix of her fellows' track, Knucklotec plays a theme that has strong {{Mayincatec}} vibes, Torkdrift plays a techno-inspired theme, Mechawiggler plays a theme reminiscent of the jazz-styled soundtrack of ''3D World'', Mollusque-Lanceur plays a French-inspired theme, Cookatiel plays a quirky track reminiscent of the ''Paper Mario'' series, the Ruined Dragon plays a very somber, ominous track, Robobrood plays a track that has a strong Japanese vibe (and includes VariableMix for when the boss is incapacitated), and Bowser has once again two battle themes, with the first being based on AutobotsRockOut and the second on OrchestralBombing.
162** ''VideoGame/WarioLand'': Each boss has its own battle music in ''VideoGame/WarioWorld'' and ''VideoGame/WarioLandShakeIt'', while in ''VideoGame/WarioMasterOfDisguise'' there are four battle themes: the normal boss theme, Count Cannoli's boss theme, Carpaccio's boss theme, and the final boss theme. All other ''Wario Land'' games use a common battle theme for regular bosses and another for the FinalBoss.
163* The original three ''VideoGame/MetalSlug'' games (including ''[[VideoGameRemake Metal Slug X]]'') have a particularly memorable BossBattle theme—"Steel Beast"—that actually progresses from game-to-game. In the original, it is in 5/8 time; ''Metal Slug 2'' and ''X'' use the 6/8 "6 Beets" version; ''Metal Slug 3'' has its own 7/8 version. [[TheDragon Sergeant McNeil]] appropriates the "Assault Theme" from the first game, and the "Final Attack" theme is widely used for the game's final boss.
164* ''VideoGame/{{Amagon}}'' has a standard boss theme for Zones 1, 2, and 6, and another theme for the bosses of Zones 3 and 5, whilst Zone 4 [[BackgroundMusicOverride continues the stage BGM]] during its boss battle.
165* ''VideoGame/CrashBandicoot'': Though every boss in the games has their own theme, there's an unusual trait both Nitrus Brio and Neo Cortex share in this regard: In [[VideoGame/CrashBandicoot1996 the first game]], they have their own bonus stages accessible from certain levels; while Tawna's bonus stages have a relaxing rural music, those of the mad scientists use the same music heard in their respective battles. This means Cortex's music has a ''triple'' function: It's a {{Leitmotif}}, a battle theme ''and'' a bonus stage theme, and somehow it ''fits'' at all times. Same with Brio's music.
166* In ''VideoGame/HollowKnight'', "Decisive Battle" is the standard boss theme, "Dream Battle" is used for Warrior Dream bosses (save for No Eyes, who sings her own song), {{miniboss}}es usually use the heavier {{Variable Mix}}es of their dungeon themes, and major bosses have unique themes.
167* ''VideoGame/TeenageMutantNinjaTurtles1989'' uses one battle theme for MiniBoss encounters, and another for all of the stage-end bosses including the FinalBoss.
168[[/folder]]
169
170[[folder:Puzzle Games]]
171* When Henry finally fights [[spoiler: Sammy Lawrence]] in ''VideoGame/BendyAndTheInkMachine'', music starts up that's a combination of various instruments found around the studio.
172* ''VideoGame/{{Hacknet}}'' provides the player with a change in music to an intense techno track for the [[spoiler:assault on [[BigBad EnTech]]'s backup server]]. This is justified in-universe as [[spoiler:the player activates a music sequencer program to signal another hacker to connect them to the server in question]].
173[[/folder]]
174
175[[folder:Role-Playing Game]]
176* ''Franchise/FinalFantasy'':
177** ''VideoGame/FinalFantasyI'' has the same battle theme for everyone, from common enemies to the final showdown with Chaos. Though when it was remade, they added a number of new pieces of music for Boss Fights, including a new Final Boss fight music for Chaos.
178** ''The Four Warriors of Light'' has additional "The Boss [[TurnsRed Turned Red]]" and "you're dying" music on top of the regular battle theme.
179** ''VideoGame/FinalFantasyXII'' has no 'normal' battle theme to speak of (the area music keeps playing), but goes ''crazy'' with the Boss Battle themes. There's 'Boss Battle', 'Clash of Swords', 'Battle Drum', 'A Speechless Battle', 'Esper Battle', 'Desperate Fight', and 'The Battle for Freedom'. There's also 'Upheaval', and 'Boss Battle' is chopped up, with different sections of it playing in different orders for almost every boss.
180** ''VideoGame/FinalFantasyVIIRemake'', naturally, features a fresh arrangement of "[[https://www.youtube.com/watch?v=mRtopyUBoLA Those Who Fight Further]]" for boss fights. The Airbuster, however, has a [[https://www.youtube.com/watch?v=cQDLBKpbXQU unique variation]] of the theme that mixes OrchestralBombing and OminousLatinChanting with [[AutobotsRockOut blaring rock guitars and heavy drums]].
181* ''Dual Orb II'' has one battle theme, from the first fight to the FinalBoss. And with its crazy-high encounter rate, you'll be hearing it a ''lot''.
182* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Has one for each of its {{Climax Boss}}es.
183* ''VideoGame/{{SaGa|RPG}}'' series:
184** ''VideoGame/SagaFrontier'' has 1 normal battle theme, 4 boss themes, and 7 final boss themes [[DarkReprise (Character's theme rearranged)]].
185** The ''VideoGame/RomancingSaGa'' remake has 12. Notable are the [[https://www.youtube.com/watch?v=_tyuzYoIDUg Three]] [[https://www.youtube.com/watch?v=pPkeV_jRrb4 Dark]] [[https://www.youtube.com/watch?v=V5wJMKmtbkU Gods]]. The Minions of Saruin [[https://www.youtube.com/watch?v=1k1OsApDSIw get their own theme too.]]
186* ''VideoGame/TrialsOfMana'' has no battle music for normal enemies at all as they just appear randomly on the screen, but it has separate songs for nearly all bosses (which may also be used elsewhere), and there are a lot of those.
187* ''VideoGame/ChronoTrigger'' had only one normal battle theme (not counting an unreleased track that didn't make it into the actual game), but had several boss themes. These included a Normal Boss, Major Boss, two Villain Battles (for Magus and Lavos, respectively), and two Final Boss Battles. The Ocean Palace, meanwhile, subverts this by ''not'' changing the music when a battle ensues.
188* The ''Franchise/{{Pokemon}}'' VideoGame series has developed this structure, including boss music tracks for Gym Leaders, [[TheRival Rivals]], the villain teams, certain Legendary [[{{Mons}} Pokémon]], and the "[[FinalBoss final bosses]]" (the Elite Four and Champion battles). The number of different battle themes has exploded since the series' debut:
189** ''[[VideoGame/PokemonRedAndBlue Red]]'', ''[[VideoGame/PokemonRedAndBlue Blue]]'' and ''Yellow'' have four: Wild [[{{Mons}} Pokémon]], Trainer, Gym Leader, [[FinalBoss Champion]].
190** [[VideoGameRemake The remakes]], ''[=FireRed=]'' and ''[=LeafGreen=]'', gave battle music to normal Legendaries, Mewtwo, and Deoxys, the former two being a rearrangement of the normal Wild [[{{Mons}} Pokémon]] music. In addition, the Elite Four used the Gym Leader music instead of the Trainer music.
191** ''[[VideoGame/PokemonGoldAndSilver Gold]]'' and ''[[VideoGame/PokemonGoldAndSilver Silver]]'' have nine: Johto Wild [[{{Mons}} Pokémon]], Johto Trainer, Team Rocket, Johto Gym Leader/Elite Four, [[TheRival Rival]], [[FinalBoss Champion]], and rearrangements of the Wild [[{{Mons}} Pokémon]], Trainer and Gym Leader themes from ''[[VideoGame/PokemonRedAndBlue Red]]'', ''[[VideoGame/PokemonRedAndBlue Blue]]'' and ''Yellow''. ''Crystal'' added one for the legendary beasts (Raikou, Entei and Suicune). In addition, the Johto wild Pokémon theme has two arrangements, one for day time, and one for night time.
192** ''[=HeartGold=]'' and ''[=SoulSilver=]'', the second set of [[VideoGameRemake Video Game Remakes]], have sixteen: rearrangements of all nine aforementioned ''[[VideoGame/PokemonGoldAndSilver Gold and Silver]]'' battle themes, two new unique and remake-exclusive battle themes for Ho-oh and Lugia, three separate rearrangements for the beast trio, a rearrangement of the Hoenn Weather Trio theme, and the Frontier Brain theme from ''Platinum''. The ten themes present in ''Crystal'' also have [[{{Retraux}} 8-bit remixes]] via the GB Sounds key item, for a grand total of ''26 themes''. Arceus' theme from ''Diamond, Pearl, and Platinum'' also appears, but it is not used for any battles.
193** ''[[VideoGame/PokemonRubyandSapphire Ruby]]'' and ''[[VideoGame/PokemonRubyandSapphire Sapphire]]'' have ten: Wild [[{{Mons}} Pokémon]], Trainer, Team Magma/Aqua Grunt, Gym Leader, [[TheRival Rival]], Archie/Maxie (Magma/Aqua Boss), Legendary [[{{Mons}} Pokémon]], Regi trio, Elite Four, and the [[FinalBoss Champion]] theme. ''Emerald'' also added three more: Frontier Brain, Deoxys (originally from ''[=FireRed=]'' and ''[=LeafGreen=]''), and Mew (the last of these being the same as Mewtwo's battle theme from ''[=FireRed=]'' and ''[=LeafGreen=]'').
194** ''Omega Ruby'' and ''Alpha Sapphire'' have rearrangements of all battle themes from ''Ruby'', ''Sapphire'', and ''Emerald'', with the exception of Mew's battle theme (since Mew does not appear). In addition, there are now two versions of the version mascot battle theme, one for Groudon and Kyogre and one for Rayquaza, while the final battle with Wally has new music (a remix of his theme from the remakes, itself a remix of Verdanturf Town's music). Legendary Pokémon battle themes from previous games also appear for encounters with the Pokémon they were originally used for, albeit changed very little (if at all).
195** ''[[VideoGame/PokemonDiamondandPearl Diamond]]'' and ''[[VideoGame/PokemonDiamondandPearl Pearl]]'' have fourteen: Wild [[{{Mons}} Pokémon]], Trainer, [[TheRival Rival]], Gym Leader, Team Galactic Grunt, Team Galactic Commander, Cyrus, Dialga/Palkia, Uxie/Mesprit/Azelf, Legendary [[{{Mons}} Pokémon]] (Heatran/Regigigas/''Diamond and Pearl'' Giratina), Elite Four, [[FinalBoss Champion]], [[OlympusMons Arceus]][[note]]Arceus' theme is for the most part DummiedOut, but can be heard when it is battled via the Azure Flute.[[/note]]. ''Platinum'' gave battle themes to Giratina, the Regi trio (again, a rearrangement), and Sinnoh Frontier Brains.
196** ''[[VideoGame/PokemonBlackandWhite Black]]'' and ''[[VideoGame/PokemonBlackandWhite White]]'' have: Wild Pokémon, Trainer, [[TheRival Rival]], Team Plasma, Gym Leader, Gym Leader's Last Pokémon (which is an arrangement of the main theme), N, Battle Trouble (a song that replaces the [[CriticalAnnoyance incessant beeping]] when your Pokémon's low on health), Elite Four, Reshiram/Zekrom, Kyurem (an arrangement of Reshiram/Zekrom's battle theme), Final Battle with N, Ghetsis, Battle Subway Trainer, Legendary Pokémon, [[spoiler: Cynthia (which was imported from [[VideoGame/PokemonDiamondandPearl Diamond]], [[VideoGame/PokemonDiamondandPearl Pearl]], and Platinum)]], Strong Wild Pokémon (an arrangement of the normal Wild Pokémon battle theme that's used for special battles, like Zoroark), Champion, ''and'' High Ranked Battle Subway Trainer (an arrangement of the [[FinalBoss Champion]] theme from [[VideoGame/PokemonRedAndBlue RBY]]) -- bringing the grand total to ''nineteen battle themes''.
197** ''[[VideoGame/PokemonBlack2AndWhite2 Black 2 and White 2]]'' certainly deliver on that. In addition to the standard Unova Wild Pokemon/Trainer/Rival/Gym Leader/Elite Four/Champion themes and their variants from ''Black and White'', it also contains remixes of every previous generation's Gym Leader and Champion theme, remixes of the Regi quartet and Uxie/Azelf/Mespirt themes, an additional theme for the World Tournament, and remixes for [[spoiler:N, Ghetsis,]] and Team Plasma. Finally, there're new themes for Black and White Kyurem, Colress, and [[spoiler:the new Champion Iris]], for a whopping grand total of ''[[ExaggeratedTrope 33]]'' themes.
198** ''[[VideoGame/PokemonXAndY X]]'' and ''[[VideoGame/PokemonXAndY Y]]'' have: Wild [[{{Mons}} Pokémon]], Trainer, Rivals, Gym Leaders, Elite Four, Champion, Team Flare (with a remix for [[spoiler: Lysandre]], the Version Legendaries and [[spoiler: G1 Legendaries]].
199** ''[[VideoGame/PokemonSunAndMoon Sun and Moon]]'' do not disappoint, with unique battle themes for wild Pokémon, regular trainers, Hau, Team Skull grunts, Totem Pokémon, Kahunas, Gladion, Battle Royals, Ultra Beasts, Plumeria, Guzma, [[spoiler:Aether Foundation grunts]], [[spoiler:Lusamine]], [[spoiler:Lusamine merged with the Nihilego]], the version mascots, the Tapus, Elite Four members, and Champion fights, plus remixed themes from older games for [[VideoGame/PokemonXAndY Sina and Dexio]], [[VideoGame/PokemonRubyAndSapphire Anabel, Wally]], [[VideoGame/PokemonDiamondAndPearl Cynthia]], [[VideoGame/PokemonBlackAndWhite Grimsley]], [[VideoGame/PokemonBlack2AndWhite2 Colress]], and [[spoiler:Red and Blue]]. That's 25 unique battle themes in all, plus a remix of the Champion battle music from ''[[VideoGame/PokemonRedAndBlue Red and Blue]]'' that's reserved for official tournaments.
200** ''VideoGame/PokemonColosseum'' has Friendly Battle, Normal Battle, Cipher Peon Battle, Cipher Admin Battle, Miror B., Semifinal Battle, Final battle in a Colosseum (which is an arrangement of the Cipher Admin theme) and Final Battle. The battle with [[spoiler:Nascour]] averts it though; no music plays.
201* In ''VideoGame/ChronoCross'', the theme when the player fights Miguel is the same morose music that is played during the exposition. The penultimate boss battle is also only the one with a unique theme (besides the above-mentioned Miguel and [[spoiler:the battle with FATE at Chronopolis]]), while the actual final boss fight has no music at all and all the sound effects echo slightly.
202* ''VideoGame/GoldenSun'' has epic scores for its final bosses... and every other battle too.
203* The ''VideoGame/BaldursGate'' and other Infinity Engine games used Battle theme music several times, often having specific music for random encounters vs. plotted ones and so on. It also has an interesting example has a special song when fighting dragons. No other enemy type receives this particular kind of special score. Since Dragons are powerful and significant foes, they tend to warrant "boss" status, even if they aren't actually major parts of the story. (with one exception in [=ToB=])
204* ''VideoGame/IcewindDale'' is interesting in that the climactic final boss music plays during the BigBad's initial human MookMaker form (which is actually rather weak). The ''actual final battle'', which takes place a few levels later and pits your party against a 15-foot tall demon, has no background music at all. Conversely, the final battle of the ''Heart of Winter'' expansion pack has extremely epic final boss music.
205* ''VideoGame/NeverwinterNights'' had four different sets of battle music (3 standard and 1 boss theme) for each region type in the game (i.e. city, forest, etc) as well as unique boss themes for Dragons, [[spoiler: Aribeth]], and the final battle against Morag.
206* The entire ''Franchise/KingdomHearts'' series has nearly as many Boss Themes as it does regular battle themes. This is especially prominent in ''VideoGame/KingdomHeartsII'', as the same boss theme is rarely played twice in a row.
207** Major Disney Villains have two themes that they generally use. Heartless and minor Disney villains (e.g. the Hydra) draw from a larger pool of themes. Organization XIII has three themes of their own, not counting the ones for Xemnas, Marluxia and [[spoiler:Roxas.]]
208** Several major plot characters have their own themes: the final bosses of each game, [[spoiler:Riku Replica]], [[spoiler:the Lingering Sentiment]], and [[spoiler:Roxas]] (a remix of his {{leitmotif}}) [[spoiler:Riku-Ansem]], appropriately, shares his theme with [[spoiler:Ansem, er, Xehanort's Heartless himself.]]. [[spoiler:Xion, like Roxas]] also has a remix of their leitmotif, and [[spoiler:Vanitas]] has one that takes strong cues from the leitmotif of two related characters, going so far as to be a remix of them at times. [[spoiler:Terra-Xehanort]] has one that mixes Fragments of Sorrow with yet another character's leitmotif.
209** Chernabog and Sephiroth, of course, have "Night on Bald Mountain" and "One-Winged Angel."
210** The final bosses of most of the games even use different themes for different phases of their battle (this being a series fond of [[MarathonBoss marathon-length]] [[SequentialBoss sequential final bosses.]]) Marluxia takes this further with [[ExaggeratedTrope three unique themes]] for his three-stage fight in [[UpdatedRerelease Re:CoM.]]
211** The folks over at the Kingdom Hearts Wiki have put together a list of what music plays for what boss [[http://kingdomhearts.wikia.com/wiki/Boss_Music here.]]
212* ''VideoGame/EternalSonata'' did this well. Let's see... you got the battle theme, Four boss themes, The Villain theme, the next-to-last battle theme, the Final Battle theme (Which is a remake of Frederic Chopin's Revolution, with a ton of string instruments and an epic choir thrown in for the hell of it) and, for [=PS3=] owners, there's an extra boss who has his own battle theme as well. That's 9 battle tracks in total. The battle fanfare, "Well Done", starts triumphant before transitioning into a lighter theme that just repeats until you get past the reward screen (and any level up screens that may have been triggered).
213* ''VideoGame/PhantasyStarIV'' has a normal boss battle theme, a boss battle song for Zio and Lashiec (Laughter) and a boss battle theme for the 3 forms of Dark Force.
214* ''VideoGame/PhantasyStarOnline2'' uses a shared boss battle theme for its weaker bosses, but all of the strong bosses get their own theme with only a few exceptions.
215* Almost every Tri Ace game plays some variation of the song ''Incarnation of the Devil'' for at least one of the battles with its special bosses.
216* ''VideoGame/MegamiTenseiII'' has two boss themes: the regular one and the one used for FinalBoss [[spoiler:Satan]] and TrueFinalBoss [[spoiler:YHVH]].
217* ''VideoGame/ShinMegamiTenseiI'' only has one theme for every boss, from Orias at the beginning to Michael and Asura at the end.
218* ''VideoGame/ShinMegamiTenseiII'' has two boss themes: one for regular bosses and one for climactic bosses starting with the Archangels and fake YHVH.
219* ''VideoGame/ShinMegamiTenseiIIINocturne'' has a whole lot of them. There's the miniboss theme, the regular boss theme, the Fiend theme, [[VideoGame/DevilMayCry Dante's]] theme, Beelzebub's theme, Metatron's theme, the Reason boss theme two themes for [[FinalBoss Kagutsuchi]], and finally ''The Final Battle'', used for [[TrueFinalBoss Lucifer]].
220* ''VideoGame/ShinMegamiTenseiStrangeJourney'' has one for minibosses and Fiends, one for major bosses and {{superboss}}es, one for [[spoiler:Judge Zelenin]], one for [[spoiler:Awake Jimenez]], and one for [[spoiler:Pillar Zelenin, Soil Jimenez, and Mem Aleph]].
221* ''VideoGame/ShinMegamiTenseiIV'' has one for most optional bosses, one for minor required bosses, one for major required bosses and a few of the tougher {{superboss}}es, a remix of the Fiend theme from ''Nocturne'' for the Fiends, one for [[spoiler:Isabeau]], two for [[spoiler:Merkabah]], two for [[spoiler:Lucifer]], one for [[spoiler:the Archangels]], and one for [[spoiler:Masakado]]. [[spoiler:The Ancient of Days and Sanat]] reuse the first theme for [[spoiler:Merkabah and Lucifer]], respectively.
222* ''VideoGame/Persona3'':
223** The game has three boss themes: "Master of Shadow" for a Full Moon Shadow, "Master of Tartarus" for a Tartarus floor boss, and "Unavoidable Battle" for [[spoiler:Strega members]]. Then comes the final boss battle and the near-legendary "Battle For Everyone's Souls", a BossRemix of the Velvet Room theme "Poem For Everyone's Souls". [[spoiler:And if you get the true ending, you get a remix of the game's opening theme while fighting the true final boss.]]
224** ''Persona 3 Portable'' adds the catchy "Danger Zone" battle theme for Tartarus Bosses while playing as the female protagonist.
225** ''The Answer'' adds two more: "Heartful Cry", for when [[spoiler:the SEES members fight against each other to determine the proper course of action]], and "Darkness", for the final boss [[spoiler:Erebus]].
226* ''VideoGame/Persona4'' has fewer boss themes than its predecessor. Mid-Bosses use a modified version of ''Reach Out To the Truth''. Character Shadows and Secret Bosses all use ''I'll Face Myself''. [[spoiler:Kunino-sagri]] and [[spoiler:Adachi]] use ''New World Fool''. [[spoiler:Ameno-sagiri]] uses ''The Almighty'', and [[spoiler:Izanami]] has ''Fog'' and ''The Genesis'' for [[spoiler:her]] two forms.
227* ''VideoGame/Persona5'':
228** "Last Surprise" plays during regular battles, which has the thieves giving {{Badass Boast}}s about how their enemies [[YouAreAlreadyDead are already finished]]. In ''Royal'', every time the party ambushes an enemy "Take Over" will play instead.
229** Most Palace Rulers, who are the main storyline bosses, have "Blooming Villain" as their battle theme. "Rivers in the Desert" plays instead for some of the endgame {{Boss Battle}}s, which has dueling verses by the heroes and villains about their WellIntentionedExtremist desires to change the world.
230** There's also "Will Power", which plays for battles after characters first awaken to their Persona, in the mid-boss battles where the character first fights alongside the party. For other mid-bosses and most Mementos Targets the battle theme "Keeper of Lust", named after the first such enemy, is used.
231** ''Royal'' adds "Keep Your Faith" and "Throw Away Your Mask", [[SadBattleMusic sad and reflective]] songs that play against the TrueFinalBoss. There's also "Prison Labor", a hard rock track that plays during the optional challenge battles.
232* ''VideoGame/PersonaQShadowOfTheLabyrinth'' has "Light the Fire Up In The Night," but whoever's singing depends on whether it's the Persona 3 or Persona 4 side. "Laser Beam" plays for the bosses of the first three labyrinths, and "Friends" plays for the boss of the fourth. "Battle on the Clock Tower" and "The Infinite" are the themes for the first and second phases of the final boss battle, and the latter also plays in [[{{Superboss}} the fight against the Velvet Room attendants]]. "The Person Called Away From War" plays for the final fight with Elizabeth, [[spoiler:while she's possessed by Zeus]].
233* ''VideoGame/PersonaQ2NewCinemaLabyrinth'', has one theme for each group- P5's Phantom Thieves, P3 Portable's female protagonist, P4's Investigation Team and P3's S.E.E.S., as well as the standard themes for F.O.E.s, bosses, Velvet Room attendant battles and the final boss.
234* ''Videogame/{{MARDEK}}'' has multiple Boss Battle themes, including, but not limited to, the basic Boss Battle, Muriance Battle, Saviours Battle, [=GdM=] Battle, Grand Boss, Secret Boss, Guardian Battle...
235* ''VideoGame/BatenKaitos''. Where do you even begin with this game? There's Chaotic Dance, which plays during the fights against Giacomo and his goons, Supreme Ruler of the Nine Heavens plays during the first two fights with Malpercio, Violent Storm for the final boss fight...and for all the other bosses, it alternates between Vitriolic a Stroke, The True Mirror ~ Guitar Version, Rumbling of the Earth, Condemnation of Darkness, and Glowing Cloud. Then there's the prequel, Origins, which has Chaotic Dance 2 for the Giacomo fights, Iconoclasm for the battles against the Dark Service officers, Poacher for the [[spoiler:Afterling]] battles, Evidential Material for miscellaneous bosses, The Valedictory Elegy ~ Guitar Version for arena battles, Crystal Abyss for the fights against Wiseman, The True Mirror ~ Orchestral Version for the battle against [[spoiler:Baelheit]], Ruinous Commander plays during the fight against [[spoiler:Verus]]. And finally, though it's not technically a boss theme, Le Ali Del Principio plays during the last part of the final boss battle.
236* ''VideoGame/TheLastRemnant'' takes this trope and runs with it. There's plenty of bosses with personal themes, and there's around FIFTEEN battle themes. Just for the normal battles, you have two themes depending on whether you're in a cave/indoors area or outdoors, plus themes for when your morale is high or low. Then during the second half of the game the high and low morale themes change. And that's not counting the large amount of boss themes.
237* ''VideoGame/DemonsSouls'' doesn't have in game music aside from the bosses, who (save the Tower Knight and Penetrator) all have their own theme, including the Vanguard who serves as the tutorial boss.
238* ''VideoGame/ShadowHearts'' games usually have a Normal Battle Theme and Boss Theme, which changes when the player reaches the halfway point (usually moving to another continent). ''Covenant'' also has unique, incidental themes for battles with enemies such as the Wolf Bouts or Astaroth, among others. Also, all battle songs have their own [[SongsInTheKeyOfPanic ''insane'' versions]] if at least one character's SanityMeter drops below zero.
239* ''VideoGame/SkiesOfArcadia'' had a very dynamic regular boss theme was suitably dark, serious and epic to match the situation but when you reached low health (where the characters you control become visibly weak) it becomes a much more tense, desperate and ominous tune to reflect the danger you're in. Recovering health to a normal state will bring back the original music. On the other hand, when the enemy is in danger (and you aren't of course) and nearing defeat the music will drastically soar to a grand and sweeping theme that's almost a reward in itself. This also occurs during the music for the FinalBoss, though the themes that play there are noticeably different and more grandiose. The icing on the cake is that these changes that occur throughout the fight are [[https://www.youtube.com/watch?v=6GMMFJc-mUo virtually seamless]]!
240* ''VideoGame/TheLastStory'': Many standard bosses, usually non-sapient monsters, share the same theme (namely "Evil Beasts"); however, plot-critical opponents get a unique theme each: "Battle General Asthar" (self-explanatory, though it's also hear when [[spoiler:Zael and Callista flee from the knighting protocol planned by Count Arganan]]), "Dance of Death" (Zepha and Zesha, though they later use a SadBattleMusic triggered following [[spoiler:Lowell's temporary death]]), "Invitation to Madness" (Jirall), "Patina of the King" (Zangurak), and "The One Ruling Everything" ([[spoiler:Dagran, in all his phases]]). Many of these themes invoke AutobotsRockOut, and are intentionally reminiscent of "Those Who Fight Further" of ''VideoGame/FinalFantasyVII'' fame, due to Creator/NobuoUematsu composing for both games. As for regular enemy battles, "Order and Chaos" is usually played.
241* ''VideoGame/PandorasTower'': While all bosses in the game except the FinalBoss use the same music (the Master Battle music), only the first five use the standard version (sung by male vocalists). The following five use a variant sung by female vocalists, while the DualBoss governing the last two towers gets a unique, more tense rendition by both sexes. The final boss, Zeron, has a BossRemix of the game's main theme.
242* ''Franchise/SuperMarioBros'':
243** The ''VideoGame/PaperMario'' series have a music for the minibosses and then a singular theme for each boss, overlapping with the Leifmotif for major bosses.
244** The ''VideoGame/MarioAndLuigi'' games typically have one theme for the final boss and another for all the rest, but there are exceptions:
245*** ''Superstar Saga'' gave [[GoldfishPoopGang Popple (and Rookie)]] a unique battle theme.
246*** ''Partners in Time'' has a theme for the fight against Bowser and his past self. The final boss actually uses three separate themes, although only one is unique to that boss: [[spoiler:Elder Princess Shroob's first phase uses her sister's battle music, shifting to her unique theme for her OneWingedAngel form, and borrowing the aforementioned Bowser theme for the Shrowser fight at the very end.]]
247*** ''Bowser's Inside Story'' has two main boss themes: one for [[AttackOfTheFiftyFootWhatever Giant fights]] (a remix of Bowser's {{Leitmotif}}) and one for regular boss fights.
248*** ''Dream Team'' once again has separate battle themes for Giant fights versus regular fights. Exactly two bosses get unique themes: the final boss and [[spoiler:the final fight against Antasma]].
249*** ''Paper Jam'' continues the trend, having one theme for regular bosses and another for Papercraft Battles; each Papercraft Battle does get its own unique melody for the integrated rhythm minigame, though. The final boss gets two different themes, one for each phase.
250* ''VideoGame/ExaPico'' frequently has [[MagicMusic Hymnos]] songs in the background of particularly major boss fights.
251* ''VideoGame/MonsterHunter'':
252** Each game has a battle theme for each area, and usually it's played regardless of the monsters fought in them, although some monsters have their own themes as well. For example, starting from the third generation, [[MiniBoss lower-rank]] large monsters (like Great Jaggi, Iodrome or Arzuros) have a soft-paced track that is different from the default stage battle theme (in the first two generations, the simply use the current stage's battle theme; the only exception is King Shakalaka in ''Freedom Unite'', which does have its own theme). Various monsters that historically served as flagship creatures (like Nargacuga in ''Freedom Unite'', Zinogre in ''Portable 3rd'', Gore Magala in ''4'', etc.) are also accompanied by their own unique themes, as are Elder Dragons due to their importance and difficulty.[[note]]Kushala Daora, Valstrax, Nergigante, Velkhana and Malzeno all have the benefit of [[BreadEggsBreadedEggs being flagships AND Elder Dragons]][[/note]] Lastly, standard large monsters like Yian Garuga, Rajang, Deviljho, and Bazelgeuse have their own unique battle themes as well due to their nomadic nature and exceptional danger level.
253** In ''VideoGame/MonsterHunter4 Ultimate'', there's a unique theme for monsters that reached the powerful Apex status. This theme has maximum BackgroundMusicOverride privileges. There's a similar theme for Deviants in ''VideoGame/MonsterHunterGenerations'' and its ''Ultimate'' expansion (except for the Diablos deviant, which has its own theme for being the latter's joint flagship monster alongside Valstrax).
254** In ''VideoGame/MonsterHunterRise'', the Apex monsters (unrelated to the ones that appear in ''4 Ultimate'') employ a dramatic battle theme that combines the game's musical style inspired by Feudal Japan with OminousLatinChanting. However, this theme is only played when the Apexes are fought in the Rampage quests to protect Kamura Village. When faced in standard hunting quests in the natural areas, they either play the standard music asociated to the areas themselves (the case of Arzuros, Rathian, Rathalos and Diablos) or their specialized flagship battle themes (the case of Mizutsune and Zinogre).
255** One of the large monsters that appear recurringly in the series, Khezu, is notable for averting this trope: No music is heard when you fight it. Originally, this was because of the monster's blindness - in the very first game, monsters have to see the hunter so the fight proper starts, and thus the level's battle theme (or the monster's unique theme if it has it) is heard. Even though Khezu can sense the hunter via smell and fight against him/her, the game still won't play any music. Subsequent games changed the mechanic by having the music trigger when ''any'' large monster (including other blind monsters, such as Gigginox which traces its preys' internal heat) notices the player no matter how, but Khezu's battles remain silent [[GrandfatherClause for the sake of tradition.]]
256* ''VideoGame/SepterraCore'' has five battle themes, chosen randomly for each fight, which are slower and more march-like (except for one theme) than most other examples of this. They are also notable for being the only parts of the game other than the world map that have actual music instead of ambient sounds.
257* The Tales of RPG franchises were also known to have several changes in battle music themes. This would reflect the difficulty of the bosses and story progression. Most notably with ''VideoGame/TalesOfVesperia'', ''VideoGame/TalesOfTheAbyss'', and the two Xillia games (''VideoGame/TalesOfXillia'' & ''VideoGame/TalesOfXillia2'')
258* Signs you are about to fight a dragon in ''VideoGame/TheElderScrollsVSkyrim'' include a rushing sound of huge wings, a deep roar, and music that changes to [[OminousLatinChanting a choir chanting your praises]] in [[ConLang Dovahzul]].
259* ''VideoGame/ChildOfLight'' has [[https://www.youtube.com/watch?v=NDPftQZfh58 "Metal Gleamed in the Twilight"]] as the normal boss theme, [[https://www.youtube.com/watch?v=qIWp5aQTJ1w "Serpent of the Twilight"]] (not released on the OST) for the Elemental Hydra and Umbra's daughters, and [[https://www.youtube.com/watch?v=wC-j1ObfrMo "Hymn of Light"]] for the FinalBoss battle with Umbra herself. All three heavily use [[OminousLatinChanting ominous choral chanting]].
260* ''VideoGame/EtrianOdyssey'':
261** Each main game in the series series has a set of battle themes for each type of opponent, with a few variations occuring from game to game: Three themes for enemy encounters (there are only two in ''The Drowned City''), one theme for the Field-On Enemies (F.O.E.), one theme for the main stratum bosses, one theme for the FinalBoss, one theme for the Elemental Dragons and other {{superboss}}es (this particular theme, "Scatter About", is present in all games [[LaterInstallmentWeirdness except in]] the fifth), and in some games one for the TrueFinalBoss that is fought in the postgame BonusDungeon (the ones that don't have this are games one, two and four: Primevil in the original reuses the standard boss music, Ur-Child in the second reuses the final boss music, and Warped Savior in the fourth [[BreadEggsBreadedEggs uses both the regular boss theme in the first phase and the final boss theme in the second]]).
262** The [[VideoGame/EtrianOdysseyI first]] and [[VideoGame/EtrianOdysseyIIHeroesOfLagaard second]] games, and by extension their ''Untold'' remakes, have each a special battle theme used for certain plot-critical human opponents ("Towering Pair" in the first game and ''Millenium Girl'', "Guardians of the Sorrowful Ice" in the second game and ''Fafnir Knight''). The third game has one such opponent as well (fought if the party joins one of the factions halfway through the story), but he uses the regular boss theme instead.
263** The ''Untold'' remakes have each two extra boss themes; the first one is heard when the bosses from the added dungeon (Gladsheim in ''Millenium Girl'', Ginnungagap in ''Fafnir Knight'') are fought, and the second one is heard with the last boss ([[spoiler:M.I.K.E.]] in ''Millenium Girl'', [[spoiler:Yggdrasil Core]] in ''Fafnir Knight'').
264** ''VideoGame/EtrianOdysseyIIITheDrownedCity'': There is a separate battle theme for the fights in the sea ("End of the Raging Waves"). This theme is remixed in ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' for the now-frequent MiniBoss battles (which are otherwise rare in the series), and once again in ''VideoGame/EtrianOdysseyVBeyondTheMyth'' for the superbosses (replacing "Scatter About" in that role).
265** ''VideoGame/EtrianOdysseyNexus'': Being a MegamixGame, it has many familiar tracks that correspond to the returning bosses, minibosses and F.O.E. from previous games; in addition, the otherwise new boss of the postgame stratum borrows the theme of the ultimate superboss from the third game ("Calling That Detestable Name"). However, it also has a new theme for the bosses fought in the first three Shrines (the fourth Shrine's boss borrows "Towering Pair" instead), as well as one for the Shrines' and overworld's F.O.E. and one for the standard FinalBoss.
266* Games in the ''Xeno'' metaseries:
267** ''VideoGame/{{Xenogears}}'' has Knight of Fire as the standard boss music, and "Awakening" as the FinalBoss music.
268** In ''VideoGame/{{Xenosaga}} Episode I'', every boss has the same battle theme; in fact, every battle of the game, with the exception of the last battle, uses the exact same music. ''Episode II'' adds a Minor Boss theme to the mix. Conversely, in ''Episode III'', almost every boss has his personal battle theme.
269** The majority of the story bosses in ''VideoGame/XenobladeChronicles1'' use the same theme, though the songs from the cutscenes preceding them sometimes carry on into the fight, then are replaced by the usual boss theme once they finish. Another boss theme is used for all of the [[BossInMookClothing unique monsters]] and some of the story bosses as well, usually in situations where the party is making a comeback after getting roughed up by the boss in the previous cutscene.
270** ''VideoGame/XenobladeChroniclesX'' has a lot of boss themes. Most of the [[BossInMookClothing Tyrants]] use 'Uncontrollable', the first few story bosses as well as most of the Sidequest bosses use 'z37b20a13t01t08le'[[note]]z37 battle[[/note]], several later story bosses use [='NO.EX01'=], the boss of Chapter 11 uses the first half of 'aBOreSSs'[[labelnote:note (spoilers)]]Ares Boss[[/labelnote]], the boss of Chapter 10 uses the second half of 'aBOreSSs' in the first phase before switching to [='NO.EX01'=], the penultimate boss uses the first half of 'raTEoREkiSImeAra'[[labelnote:note (major spoilers)]]Lao Chimera/Telethia[[/labelnote]], the Final Boss uses the first half of 'The key we've lost', several of the {{superboss}}es use the last third of [=CR17S19S8=][[note]]Crisis[[/note]], Yggralith Zero uses 'In the forest <X→Z ver.>', some of the Time Attack bosses use an instrumental version of 'Uncontrollable', while [[NamesToRunAwayFromReallyFast Telethia, the Endbringer]], the strongest superboss in the game, uses the second half of 'raTEoREkiSImeAra'. Finally, both the final fight against Rexoskell (from the infamous Definian Downfall sidequest) and the fight against Interfearence (from Murderess's last affinity mission, Serial Thriller) use 'z30huri2ba0tt12le1110'.[[note]]z30 free battle[[/note]]
271* ''VideoGame/{{Ys}}'' series: The later games and remakes tend to have multiple boss themes, eg, the dungeon end boss musics are different from the mid-bosses("Beasts as Black as Night" and "Shock of the Death God" in ''III''), major or {{Climax Boss}}es have a special theme (e.g. "Chase of Shadow" in the [[VideoGame/YsIAncientYsVanishedOmen first game]]'s remake, "A Great Ordeal" in ''VideoGame/YsIVMaskOfTheSun[=/=]VideoGame/YsIVTheDawnOfYs'', "Pain Maker" in ''VideoGame/YsVLostKefinKingdomOfSand'', "Armored Bane" in ''VideoGame/YsVITheArkOfNapishtim'', and "Black Wings" in ''VideoGame/YsMemoriesOfCelceta''), and TheDragon (e.g. Dalles in ''[[VideoGame/YsIIAncientYsVanishedTheFinalChapter II Eternal]]''), QuirkyMinibossSquad(e.g. the Mages in ''VideoGame/YsVLostKefinKingdomOfSand''), and the BigBad usually have their own unique theme, with variations for multiple forms.
272[[/folder]]
273
274[[folder:Shoot 'em Up]]
275* ''Franchise/StarFox'':
276** The same battle theme is used on ''VideoGame/StarFox64'' and ''VideoGame/StarFoxAssault''; and whenever the player controls Wolf, it is his {{Leitmotif}}.
277** ''VideoGame/StarFox1'' uses the default theme as well, but also has different themes for each of the planet bosses ([[https://www.youtube.com/watch?v=Vp7NILCLlVc&feature=related Corneria/Meteor]], [[https://www.youtube.com/watch?v=_vBWNDhSgAY Titania]], [[https://www.youtube.com/watch?v=zaYqlFeaq2o Fortuna]], and [[https://www.youtube.com/watch?v=RDNNvHkx8AQ Macbeth]]), a theme for [[https://www.youtube.com/watch?v=EaGSzlCQF24 space bosses]], and a remix of the latter for the [[https://www.youtube.com/watch?v=JWbdesZCiUI Venom bosses]] (both orbit and planetside).
278** In ''VideoGame/StarFoxAdventures'', while most bosses usually have their own respective battle themes, Drakor is unusual in that he instead borrows the dramatic track that is first heard during the bat plague sequence in Thorntail Hollow (which occurs after Fox puts in its place the Spellstone that was guarded by the previous boss, King [=RedEye=]). As for regular enemies, all of them share a common theme except for particularly menacing creatures (which instead share a more suspenseful theme).
279* The ''Franchise/TouhouProject'' series does this in fine form - each boss in each game has her own theme music which is instantly recognizable. Some get more than one theme!
280* ''Iron Tank'' has a normal boss theme([[https://www.youtube.com/watch?v=ly4bg8T9Oo8 at 3:28 in this clip]]) for tanks, trains, and other vehicles, and a [[https://www.youtube.com/watch?v=LZFuGFJMbCc different theme]] for {{stationary boss}}es such as [[CoresAndTurretsBoss base fortifications]] and long-range turrets.
281* ''VideoGame/{{Raiden}} IV'' alternates between the ''Raiden II'' and ''Raiden I'' boss themes.
282* ''VideoGame/RType Final'': [[https://www.youtube.com/watch?v=vK1cQPWoz-Q Organic Boss]], [[https://www.youtube.com/watch?v=8A0mN7flQJY Mechanical Boss]], [[https://www.youtube.com/watch?v=wWsEx-CdAnY Final Boss]].
283* ''VideoGame/TheGuardianLegend'' used more ominous or frantic boss music for the tougher bosses.
284* The standard boss theme in ''VideoGame/{{Ikaruga}}'' is "Butsutekkai", but the Chapter 2 boss uses "Recapture", a BossRemix of the stage theme "Trial", and the FinalBoss's third form uses a ThemeMusicPowerUp remix of [[Level1MusicRepresents "Ideal"]].
285* In the ''VideoGame/{{Gradius}}'' series, most [[RecurringBoss returning bosses]] use the music from the game where they originated, with a few exceptions. In the SNES version of ''Gradius III'', there are two alternating main boss themes, and each of the BossRush bosses has their own unique music, as does the FinalBoss.
286* ''VideoGame/RigidForceAlpha'' has "Versus Machines" for the bosses of Stage 1 and 4, "Haste" for the FinalBossPreview in Stage 2, "No Time to Rest" for the Stage 2 and 5 bosses, "Don't Lose Your Head" for Stage 3 and the FinalBoss's first two phases, and "There Can Be Only One" for the final boss's [[TrueFinalBoss true final phase]].
287* ''VideoGame/ESPRaDe'' has "Raging Deicide", a track that plays for every boss, including the FinalBoss. The UpdatedRerelease, ''ESP Ra.De. Psi'', has a remix soundtrack that, among other things, gives every boss a unique remix of "Raging Deicide", with the new FinalBoss Alice Master getting an entirely new theme that progresses as the player moves from one phase of her fight to the next.
288* Creator/EightingRaizing's ''Bat'' series alternates boss themes depending on whether the boss is ground- or air-based:
289** ''VideoGame/BattleGaregga'' has [[https://youtu.be/a19xT3_mLYg "Stab and Stomp!"]] for air bosses and [[https://youtu.be/MYaiF_UUevQ "Thrust and Thrash"]] for ground bosses. The FinalBoss gets a unique boss theme, [[https://youtu.be/O3eG98EhLt4 "Eruptor"]].
290** ''VideoGame/ArmedPoliceBatrider'' has [[https://youtu.be/hlYPoqOg8sc "Chop U!"]] for air bosses and [[https://youtu.be/Nn10l3b--ds "Let Ass Kick Together!"]] for ground bosses. The Stage 5 bosses get a unique theme, [[https://youtu.be/g9Hehl0PlCE "Nimbus"]], due to being the {{Final Boss}}es of the Normal course and the {{Climax Boss}}es of the Advanced Course. The final boss of the Advanced Course gets another unique theme, [[https://youtu.be/v_JhcCtytRE "Dragster"]]. In addition, returing bosses from ''VideoGame/MahouDaisakusen'' have [[https://youtu.be/olZ8omRKJJA "Spiral Locus"]], one boss from ''Shippu Mahou Daisakusen'' has [[https://youtu.be/Nsv4UQoIcoo "Divided by Zero"]], and ''VideoGame/BattleGaregga'' bosses get [[https://youtu.be/yBEdnJKSUMg "Stab and Stomp!"]], even that game's final boss (which uses "Eruptor" in its own game).
291[[/folder]]
292
293[[folder:Stealth Action Game]]
294* ''VideoGame/MetalGear:''
295** The original game, ''VideoGame/MetalGear'', has the standard boss theme ("Mercenary"), one for Metal Gear ("TX-55 Metal Gear") and the final boss theme ("[[spoiler:Beyond Big Boss]]").
296** ''VideoGame/MetalGear2SolidSnake'' has four different boss themes played at specific battles: "Killers", "Battle Against Time", "Mechanic" (played specifically against mechanical bosses) and Night Sight's theme (the only BGM not in the official soundtrack).
297** ''VideoGame/MetalGearSolid'' uses "Duel" for all the boss battles and "Escape" during the second phase of the Metal Gear REX battle and for the jeep battle with Liquid. The [=GameCube=] version gave all of the bosses unique themes.
298** ''VideoGame/MetalGearSolid2SonsOfLiberty'' uses a self-titled theme for the battle against Olga Gurlukovich, "Yell 'Dead Cell'" for all the boss battles in the Big Shell and "Father & Son" during the battle against the mass-produced [=RAYs=] and later against Solidus Snake.
299** ''VideoGame/MetalGearSolid3SnakeEater'' has a unique theme for each of the Cobras (with the exception of The End, where only ambient noises are played), as well as Ocelot and Volgin. During the final battle against The Boss, an extended version of [[ThemeMusicPowerUp the intro theme, "Snake Eater",]] is played when the time limit is running out.
300** ''VideoGame/MetalGearSolidPortableOps'' has a unique theme for each boss. Null gets two boss themes, one for each battle with him.
301** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' gives each boss a unique theme again. Gekkos get their own battle theme and Haven Troopers use a different theme during forced encounters. The fight against Suicide Gekkos uses the same theme as for the battle with Vamp. The final battle against Liquid Ocelot returns music from all the games (except Portable Ops) up to this point.
302** ''VideoGame/MetalGearSolidPeaceWalker'' has a unique theme for each boss, with Peace Walker getting two themes, one for each encounter. One of these is the main theme.
303[[/folder]]
304
305[[folder:Survival Horror]]
306* ''Franchise/ResidentEvil'':
307** ''VideoGame/ResidentEvil2'': The musics for the battles with each of Birkin/G's forms share a recurring theme, becoming more intense the more grotesquely it transforms. Each version of the theme is titled "The ____ Malformation of 'G'", where the blank indicates the order of the form ("First", "Second" and "Third").
308** Other multi-forms bosses in the series, such as Nemesis in ''VideoGame/ResidentEvil3Nemesis'' and Alexia in ''Code Veronica'', also feature different renditions of their themes for their different forms.
309** ''VideoGame/ResidentEvil4'': For bosses, many of them rely on foreboding ambient music to suit the game's mood, though Krauser in his last phase and Saddler when fought against Leon play more action-styled music.
310* ''VideoGame/HauntingGround'': Each stalker's chase music is remixed into a more aggressive version for their boss battle, named "Last [Insert Stalker Name Here]" on the soundtrack.
311* The ''VideoGame/DeadRising'' games have unique themes for psychopaths, humans who have gone mad due to the zombie apocalypse.
312[[/folder]]
313
314[[folder:Third-Person Shooter]]
315* ''VideoGame/JetForceGemini'': All bosses in the game, including the FinalBoss, share a common battle theme. The track does fit for all of them, since they're fought in a similar fashion.
316* The ''VideoGame/MegaManLegends'' games have a unique song for ''every single boss fight''.
317* ''VideoGame/WinBack'' uses a different boss theme for each of the games major areas (Office Building, Factory, and Control Center), another theme for the penultimate boss, and a ThemeMusicPowerUp for the FinalBoss.
318* ''VideoGame/{{PN 03}}'' has two standard boss musics, one for robot bosses, the other for {{Reactor Boss}}es, and a few unique battle themes such as the MultiMookMelee at the end of Mission 4, Orchidee and Loewenzahn's OneWingedAngel forms, and the FinalBoss's two forms.
319[[/folder]]
320
321[[folder:TurnBasedStrategy]]
322* ''VideoGame/YggdraUnion'' literally breeds battle themes. The game has a separate theme for ALL playable named characters and five generic ones that play for generic units, depending on their affiliation and rank. Which theme plays is decided by who is doing the attacking in the current battle. And then there's ''VideoGame/BlazeUnion'' and ''VideoGame/GloriaUnion'', which do the same thing.
323* The ''Franchise/FireEmblem'' series generally uses the Normal, Major and Villain formula for boss themes, but Radiant Dawn deserves particular mention for having an absolute ton of Villain themes, with nearly every major storyline boss getting their own unique one, including an NPC you never get to fight outside of scripted cutscenes! It even inverts this by giving several late-joining [[EleventhHourSuperpower (but extremely powerful)]] playable characters their own unique battle themes.
324[[/folder]]
325
326!!Fanfares
327
328[[folder:Beat 'em Up]]
329* ''VideoGame/DoubleDragonI'' uses the ''Dragon Quest'' style of fanfare at the end of a Mission, whereas ''VideoGame/DoubleDragonII'' uses the ''Final Fantasy'' style, leading into the Intermission theme. ''DD 1'' was planned to use the ''FF'' type, but the post-fanfare cue, appropriately titled "After the Battle" on the OST, ended up being a CutSong.
330[[/folder]]
331
332[[folder:Real-Time Strategy]]
333* ''VideoGame/RiseOfNations'', interestingly enough, plays depressing orchestral tunes when you're losing a battle, and victorious fanfares when you're winning one. Its SpiritualSuccessor, ''VideoGame/RiseOfLegends'', does the same thing.
334[[/folder]]
335
336[[folder:Platform Game]]
337* ''VideoGame/OriAndTheWillOfTheWisps'' has ''VideoGame/DragonQuest''-style fanfares for acquiring a new Ability, completing a Quest, and being victorious in a battle, which are [[EvolvingMusic arranged to match the instrumentation and key of the current dungeon's BGM]].
338* ''VideoGame/TeenageMutantNinjaTurtles1989'' has a ''Dragon Quest''-style fanfare upon defeating a MiniBoss, and another one after beating the end boss of an Area.
339[[/folder]]
340
341[[folder:Role-Playing Game]]
342* The ''Franchise/FinalFantasy'' and ''VideoGame/DragonQuest'' series employ their respective styles of fanfare.
343* The ''VideoGame/{{MOTHER}}'' series employs a more subdued version of the ''Final Fantasy'' style, with the first game going to silence after the fanfare and the other two going to a soft, ambient theme after the fanfare.
344* The victory tune for each ''VideoGame/{{Grandia}}'' game would change if you got a perfect battle, which means finishing battle without taking any damage.
345* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/MarioAndLuigi'' series use the ''Final Fantasy'' style, while the ''VideoGame/PaperMario'' games use the ''Dragon Quest'' style.
346* ''Franchise/{{Pokemon}}'' has three variants of the ''Final Fantasy'' style, one for defeating and capturing wild Pokémon, one for defeating a Trainer, and one for defeating Gym Leaders and Elite Four. The console games (the ''Stadium'' series, ''Colosseum'', ''XD'', and ''Battle Revolution'') exclusively use the ''Dragon Quest'' style, while ''VideoGame/PokemonLegendsArceus'' and ''VideoGame/PokemonScarletAndViolet'' use a mix of both, depending on the situation; wild Pokémon battles now use the ''Dragon Quest'' style to transition more smoothly back to the overworld, while Trainer battles still use the ''Final Fantasy'' style. Later games also add a fanfare for defeating members of the villainous team.
347* There are two for ''VideoGame/{{MARDEK}}'': one for after regular battles, and one for after boss battles.
348* The fanfare in ''VideoGame/ChronoCross'' is a reworked version of Lucca's theme from ''VideoGame/ChronoTrigger''. Defeating regular enemies plays the victory theme with a soft flute, while defeating a boss plays the same theme with loud brass horns and a percussive snare drum. A bit unusually, the same fanfare plays when you recruit characters and at certain (usually triumphant) events in the story.
349* UsefulNotes/RPGMaker games are set up to use the ''Dragon Quest'' style of fanfare by default. Prior to XP one could easily use a Final Fantasy-type fanfare in their game if they chose to, but afterwards the victory theme is designated as a [[{{Sting}} Music Event]] which cannot be made to loop (although some scripting trickery will allow for a simulation of the Final Fantasy style anyway).
350* ''VideoGame/Fallout4'' has standard "Level Up" and "Quest Completed" fanfares in the style of ''Dragon Quest'', plus fanfares based on the four story factions' {{leitmotif}}s when completing their respective quests.
351[[/folder]]
352
353[[folder:Turn-Based Strategy]]
354* ''VideoGame/YggdraUnion'' does this for the damage calculation screen.
355* All games in the ''VideoGame/StarControl'' series had victory fanfares for each type of ship (upwards of 30), giving a specific feel for each of the races. And of course, there's the (single) combat theme music in ''Star Control II''.
356[[/folder]]
357
358!!RandomEncounters
359
360[[folder:Action Adventure]]
361* ''Franchise/TheLegendOfZelda'':
362** Being an ActionRPG, ''VideoGame/ZeldaIITheAdventureOfLink'' has a dedicated theme for enemies fought during the overworld's random encounters. It is also heard when Link enters caves and certain field locations, even in those that have no enemies present.
363** Starting from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', 3D games deserve a mention for their normal battle music, which only activates gradually when an enemy is nearby. This gives it a secondary function of a sort of Spider Sense, if you will, since you'll sometimes know when an enemy is approaching even if you can't see it yet. [[VariableMix Then it seamlessly transitions back to the regular music]]. Another thing to note is that often times the battle music is less intense until you the first blow is dealt (by the player or the enemy), then the music gets more intense.
364** Some of the 3D games have special battle themes heard during certain cases: ''Ocarina of Time'' has part of the evolving Hyrule Field theme sounding when an enemy is fought there. ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', in addition to repeating the trend with its own Hyrule Field, adds the Shadow Beast battle theme (which in turn has a BossRemix when fighting Twilit Bloat), as well as {{Variable Mix}}es of the local music themes. The night battle music in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', heard when sailing during night, differs from the regular enemy theme.
365** Both ''VideoGame/TheLegendOfZeldaTheMinishCap'' and the first three TwoPointFiveD games (''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' and ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'') have each a battle theme in the style of those of the console 3D games (with the one in ''Phantom Hourglass'' being borrowed from its predecessor ''The Wind Waker''), but is only heard in dungeons when Link is ambushed by a group of enemies (note that they're not MiniBoss battle themes, because those games already have music for actual minibosses).
366** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has several enemy themes: There's the standard music for normal enemies (its intro is extended for when it's a Yiga or a Lynel), a techno-styled track for small Guardians, two piano tracks for the large Guardians (one for the static ones, and another for the ones walking as well as the flying Sentries), and a theme for the enemies that are generated from Calamity Ganon's malice (a remix of Ganon's {{Leitmotif}}).
367* The ''VideoGame/SplinterCell'' series makes extensive use of situational music, supposing you're less than a perfect sneak. By the time ''[[VideoGame/SplinterCellChaosTheory Chaos Theory]]'' rolls around, there are three levels of music corresponding to the enemies' awareness of Sam (they know someone is lurking, they have spotted him, they have severely wounded him/boss battle), with clean tempo cuts between each. Otherwise, complete absence of melodic music is the norm.
368* ''VideoGame/{{Magicka}}'' generally uses a VariableMix where the level theme becomes louder and more intense when enemies appear. However, for HoldTheLine segments and other such larger battles, the music changes completely into a much faster and more intense track. [[MonsterArena Challenge Maps]] also all play a single music track.
369[[/folder]]
370
371[[folder:Adventure Game]]
372* ''VideoGame/HypeTheTimeQuest'' has a battle fanfare. The same one for every boss.
373[[/folder]]
374
375[[folder:First-Person Shooter]]
376* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Many of these themes are also used for minibosses.
377** ''VideoGame/MetroidPrime'': Any time you're in a Space Pirate research facility (whether the one from Pendrana Drifts or the one from Phazon Mines), a [[DroneOfDread drone]] ambient track starts playing, changing to a full-fledged "Space Pirate Battle" theme when the Pirates appear; another special battle theme is used for both the Chozo Ghosts in the Chozo Ruins and the [[GiantMook Elite Pirates]] in the Phazon Mines.
378** ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations.
379** ''VideoGame/MetroidPrime3Corruption'' has one per planet, with the one in Pirate Homeworld being the familiar "Space Pirate Battle" music.
380* ''VideoGame/DeusEx'' shifted adeptly between regular music and battle music, with each location having its own.
381* ''VideoGame/Left4Dead'' uses distinct musical cues to [[MusicalSpoiler alert players]] to the presence of the special Infected; as the game is presented as an interactive zombie movie, it's treated as the "score" adapting to the AI Director's [[TheComputerIsACheatingBastard sadism]].
382* ''VideoGame/StarTrekEliteForce 2'' has this big time. You have the dinking around music, the scary suspenseful music, then the ScareChord followed by the battle music. Also another ScareChord for death and an "end the level" diddy.
383* In ''VideoGame/Borderlands1'' the local dungeon music for each area gradually shifts into a more intense theme when in combat, then shifts back once everyone is dead.
384* ''VideoGame/SeriousSam'' has several different songs for every area, from a calm variant (no enemies) to tense battle themes that FadeIn and out depending on whether there are enemies nearby.
385[[/folder]]
386
387[[folder:Mecha Game]]
388* ''VideoGame/SuperRobotWars'' does this in a very unique way, as battle themes are mostly dependent on the character attacking, depending on which series they represent. For most characters this is usually their series' opening theme, but certain characters may also use different themes (minor pilots, for example, may use the series' Battle music), while a SpecialAttack or FinishingMove that has it's own theme in-series will use that. The OriginalGeneration by series' developer Banpresto takes it one step further, where nearly every heroic and villainous character gets his or her own unique battle theme.
389[[/folder]]
390
391[[folder:MMORPGs]]
392* ''VideoGame/FinalFantasyXI'' is one of the few {{MMORPG}}s that change the music when you go into a battle. What's more, the music changes depending on whether or not you're on the overworld, in a dungeon or fighting a boss... and expansion regions have ''new'' versions of all of these. There are at least fifteen battle songs in all.
393* ''VideoGame/FinalFantasyXIV'' features a variety of different battle themes when in the field as well as in dungeons. In the 2.0 version, while the random battle theme for the overworld remained consistent, each region had different instrumentation, while areas introduced in 3.0 onwards had their own battle themes. Many of the early dungeons used a battle theme of their own, with later dungeons introducing VariableMix between the dungeon's normal and battle themes, with the dungeons from 4.0 onward dispensing with unique battle music to use a unique {{Leitmotif}} throughout the entireity of their dungeons.
394* ''VideoGame/{{Aion}}'' is another {{MMORPG}} that has different music for when you go into battle, a different one for each sub zone. Some of them are orchestrated peiced, others are metal, but in the large pvp area, the Abyss , there are ten different techno themes that can play any where at any time when you battle.
395* ''VideoGame/WorldOfWarcraft'' normally has nothing battle-specific (though some themes play specifically in the boss room) but seems to slowly get into the idea of it. The Trial of the Champion/Crusader dungeons, where you fight bosses one after another, play battle-oriented music, and the Gunship encounter in Icecrown Citadel has theme all of it's own, as do some of the bosses of the Frozen Hall dungeons. Note that there is an [[GameMod addon]] that lets you use [=MP3s=] for this purpose.
396* ''VideoGame/EverQuestII'' has dynamic music, where the music changes on how well you do you in a fight and there are several diffrent themes and even a victory/player death music.
397* ''VideoGame/PhantasyStarOnline2'' also gives each area its own battle theme when enemies appear, although unlike much of the game, field encounter themes are generally static, compared to the boss music, most of which have dynamic soundtracks.
398[[/folder]]
399
400[[folder:Platform Game]]
401* ''Franchise/SuperMarioBros'':
402** ''VideoGame/SuperMarioBros3'' has a battle theme heard during the Bros. (Hammer, Sledge, Boomerang and Fire) fights in the world maps.
403** ''VideoGame/SuperMario3DWorld'' has the Enemy Blockade music, heard when you're fighting an enemy (or, in two cases, boss) that blocks your progress through the world maps.
404* ''VideoGame/SonicUnleashed'' has a rather catchy and ridiculously upbeat big-band swing theme that plays during fights on the "Werehog" stages.
405* In ''VideoGame/HollowKnight'', most dungeons uses an orchestrated VariableMix of their theme for more heated {{Mook}} encounters.
406* ''VideoGame/OriAndTheWillOfTheWisps'' uses {{Variable Mix}}es of the regional BGM's for {{Inescapable Ambush}}es as well as Combat Shrines.
407[[/folder]]
408
409[[folder:Real-Time Strategy]]
410* Shows up in a couple of RealTimeStrategy games - ''VideoGame/{{Homeworld}}'' has exactly three (excellent) battle-music tracks that play at certain scripted points in missions.
411* ''VideoGame/CommandAndConquerGenerals'' uses a heavy metal remix of your faction's music whenever your troops are fighting.
412** ''VideoGame/CommandAndConquerTiberiumWars'' switches over to a faster, more upbeat track if there's shooting going on, even if you order one of your own units to shoot the ground. Presumably it is scripted to go off if any of your units are in the "shooting" state.
413** The series has some uplifting "Victory" Music as well as combat and "calm before the storm" themes for each faction, some games even have an version of the Enemy's theme intrude on you when they fire off their superweapon and a more epic theme for when you're winning and thus sacking their base.
414* In ''VideoGame/{{Homeworld}} 2'', regular battles have upbeat tracks but boss battles have creepy ones. Keepers and Movers have their own battle tracks, [[https://www.youtube.com/watch?v=btXnl7AGFg0 here]] and [[https://www.youtube.com/watch?v=tG2QNP9A1dA&fmt=18 here]]. The boss battle with Makaan goes to [[https://www.youtube.com/watch?v=dPjjoxtX7VU&fmt=18 an eastern-sounding tune with Sanskrit lyrics]] (a remix of this plays during the credits as well) while the final battle goes with [[https://www.youtube.com/watch?v=wannhlWye6w&fmt=18 a really depressing one]]. Note that these tracks play during space battles. The original ''Homeworld'' avoids it entirely with the entire soundtrack including battle musics being composed of monotone, Middle East-style music. A little [[https://www.youtube.com/watch?v=-jzeQIJf4PE sample]]...
415* ''VideoGame/HaegemoniaLegionsOfIron'' has a lot of different battle tunes.
416[[/folder]]
417
418[[folder:Role-Playing Game]]
419* ''VideoGame/{{Atelier Rorona|The Alchemist of Arland}}'' and ''VideoGame/{{Atelier Totori|The Adventurer of Arland}}'' both feature your standard battle themes with a catch: If it's your first time fighting a strong random encounter enemy, the battle themes in both will switch to a more off-tune, violent and overall chaotic version of the normal battle theme. You'll know it when you hear it, and [[OhCrap god help you if you didn't bring enough healing items]]...
420* ''Beast Signer'' got 6 different battle themes and the game is not even done yet.
421* ''VideoGame/BreathOfFireIV'' gives you two battle, boss, and victory musics apiece, three for the [[MedievalEuropeanFantasy eastern side of the world]], and [[{{Wutai}} the same for the west.]] The eastern side music is your typical RPG high-fantasy epic-adventure fare, but the western side music consists of Chinese-influenced drum-n-bass pieces.
422* ''VideoGame/ChildOfLight'' has three location-based mook battle themes: [[https://www.youtube.com/watch?v=k5X0v7h5kWQ "Dark Creatures"]] for the Mahthildis Forest and Greater Lemuria, [[https://www.youtube.com/watch?v=GmwzWYzgoRk "Jupiter's Lightning"]] for the Plains of Rambert and Cliffs of Erin, and [[https://www.youtube.com/watch?v=8GBFGtrKFm0 "Sword of Mars"]] (not on the OST) for the Flooded Lands and Cynbel Sea.
423* ''VideoGame/DarkCloud'': most of the battle music early on was the same, but in the later parts of the game the battle music was removed entirely in favour of dungeon-specific music. This was very welcome seeing as the normal battle music sounded like someone throwing marbles at a xylophone.
424* In ''VideoGame/DragonAgeOrigins'', you'll know you're about to fight Darkspawn when [[https://www.youtube.com/watch?v=V6g5OgPbBv8 this]] theme starts playing.
425* In ''VideoGame/DragonsDogma'', depending on your character level, enemies you encountered and your health, the instruments of the battle theme varies.
426* There's a special case in the Japanese RPG ''Dual Orb 2'', which has one battle theme. ONE. ''For EVERY BATTLE, from the first all the way to the final battle.'' And given the skewed chances for a random encounter, you'll be sick of it far before then.
427* In ''VideoGame/EndlessFrontier'', each character has a battle theme associated with them, and whenever the player gets into a random encounter, one of those themes were selected at random for that battle. The sequel, however, had so many playable and assist characters that the game only selected battle themes from your active party and their supports... and since certain characters had ''two'' battle themes associated with them in that game, you could have a pool of ten battle themes used in random encounters. Out of ''twenty-one''.
428* ''VideoGame/{{Eroica}}'' contains '''20''' different battle themes that are used depending on the locale the battles take place. The field battle themes for the story mode are also accompanied by field exploration themes that allow for seamless transition between field to battle themes and vice versa. The fanfare, however, plays when you finish a stage instead of at the end of every battle.
429* ''VideoGame/EtrianOdyssey'':
430** The games, with one exception, have each three music themes for the enemy encounters: The standard battle theme, heard during the first 60% of the main campaign (the first three strata); the music for encounters that take place in the fourth and fifth strata (in ''Legends of the Titan'', this music is also used in the portions of the previous strata that are unveiled near the end of the game); and the music for encounters inside the resident BonusDungeon. ''The Drowned City'' lacks a third battle theme, meaning it keeps using the second one for its secret stratum. The two ''Untold'' remakes each add one extra battle theme to their catalogue, heard in the extra dungeon.
431** ''VideoGame/EtrianOdysseyNexus'' has one new enemy theme (heard in the Shrine dungeons), another new one for the VeryDefinitelyFinalDungeon, and several old themes that correspond to the returning dungeons (plus another old theme for the BonusDungeon).
432* ''VideoGame/{{Fallout}}'':
433** ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'', the latter having [[VariableMix more dynamic changes]] between ambient and battle themes. ''FNV'''s battle music also changes between good and evil [[KarmaMeter karma levels]].
434** ''VideoGame/Fallout4'''s three situational battle themes are based on the game's own main theme, the ''FNV'' theme, and the Minutemen settlement theme. Similar to the above examples, dungeon encounter music is usually preceded by a "tension" variation.
435* The ''Franchise/FinalFantasy'' series, obviously. The themes reference each other a bit, as you can hear in [[https://www.youtube.com/watch?v=M_NzoRLRR0o this here]] retrospective covering ones from the main series up to number ten.
436* ''Franchise/FireEmblem'' has a Battle Theme for both the player and enemy army, Boss Theme and Big Bad Theme until the third game. From the fourth game on there is also a Villain Theme and a special theme for enemy units that could be recruited was only present in the fourth game. ''Path of Radiance'' mixed things up by giving new battle themes for both sides midway through the game and ''Radiant Dawn'' added battle themes for each army present in the game.
437* ''VideoGame/{{Freelancer}}'' has different background music for Liberty, Bretonia, Rheinland, Kusari, and the Independent, Border, Outer and Edge Worlds. The battle theme for each of these is a faster-paced VariableMix of the normal BGM.
438* For a GBA game, ''VideoGame/GoldenSun'' has quite a few battle themes. As of ''VideoGame/GoldenSun: The Lost Age'' we have the battle themes of Isaac, Felix, Jenna; the first and second boss themes; the battle themes of Saturos, Saturos ''and'' Menardi, Fusion Dragon, Doom Dragon, Linked, Colosso, Ship, Karst and Agatio's, the Dragons, and '''finally'' the "non-adept" battle theme.
439* Outside of boss battles, every battle theme in ''VideoGame/HarryPotterAndTheChamberOfSecrets'' is [[BossRemix a more intense remix]] of the theme for whichever area the battle was taking place in.
440* ''VideoGame/Haven2020'' has "Ready When You Are" for standard encounters,"Now Or Never" for stronger mooks and bosses, and "Blooting Hornets" for well, Hornets.
441* The ''Franchise/KingdomHearts'' games feature separate battle themes for each world. It activates when an enemy is nearby even if you can't see it.
442* Almost every Creator/LucasArts game with both combat and non-combat sections ever, since the creation of [=iMUSE=]. Including, but not limited to, the many ''Franchise/StarWars'' space simulators, where original ''Star Wars'' themes were worked into each other so that the music escalated from one famous tune to another, more upbeat one, as the combat situation evolved.
443* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' features at least three different random battle themes, one for every grade the characters are in, plus several boss battle themes; most of them are incredibly catchy. The sequel has three more themes for random battles, with a much greater emphasis on guitar. It's also possible to change the random battle music from the second playthrough on, with choices including most of the first game's battle themes.
444* ''Videogame/{{MARDEK}}'' 's normal combat music carries a more classical feel to it, though still engaging and epic, and feels right for a combat theme. WordOfGod says that this theme will change with the latter half of the series, though.
445* The ''VideoGame/{{Mother}}'' series has different themes depending on what kind of monsters you fight, including the bosses. It's worth noting that ''VideoGame/EarthBound1994's'' sequel, ''VideoGame/Mother3'', has an absolutely astounding number of different battle themes, '''not''' counting remixes (for the purposes of the rhythm-based battle system). And they cover a stunningly wide variety of musical genres, from rock to blues to jazz to Latin to orchestral to techno and back again.
446* The RPG Maker game ''VideoGame/{{OFF}}'' uses [[https://www.youtube.com/watch?v=-1EPegIzD2M Pepper Steak]] as the main battle theme for most of the game, until you get to a certain point, at which it starts using [[https://www.youtube.com/watch?v=0nJR2BtbPPE this nightmare]] straight out of ''Franchise/SilentHill'' as the battle music.
447* ''VideoGame/PaperMario'':
448** ''VideoGame/PaperMarioColorSplash'' introduces two alternate versions of the regular battle theme: the chiptune-inspired one in the Green Energy Plant and the warped version in the parallel world. There's also a completely original ragtime track during the UniqueEnemy BossRush in the Emerald Circus.
449** In ''VideoGame/PaperMarioTheOrigamiKing'', the regular battle music depends on which streamer area you're in. Each streamer generally has one track, although blue streamer has two: one for Autumn Mountain and the other for Shogun Studios. There's also a unique "Unsettling Area" theme for Bonehead Island, Bowser's Castle, and The Princess Peach. The Vellumental areas have their own ominuous regular battle music as well.
450* ''Franchise/{{Persona}}'':
451** ''VideoGame/Persona3'' has the rather catchy rap theme "[[https://www.youtube.com/watch?v=6jFaoLrLzd4 Mass Destruction]]"[[note]][[MemeticMutation BABY BABY BABY BABY BABY BABY]][[/note]] as its normal battle theme. ''Persona 3 [[UpdatedRerelease FES]]'' adds a heavier remix for the PlayableEpilogue. ''Persona 3'' ''[[Platform/PlayStationPortable Portable]]'' adds a new theme, "Wiping All Out", for the female main character. ''VideoGame/Persona3Reload'' features a remix of "Mass Destruction" as well as a theme when initiating a battle with an advantage, "[[https://www.youtube.com/watch?v=Yfw7Sr940hY It's Going Down Now]]".
452** ''VideoGame/Persona4'' has the pop-rock theme "[[https://www.youtube.com/watch?v=A9zlXUSuUeo Reach Out to The Truth]]". The updated re-release ''Persona 4 Golden'' adds a second battle theme for fights initiated when the player has an advantage, "[[https://www.youtube.com/watch?v=4oOy0zFIvtY Time to Make History]]".
453** ''VideoGame/Persona5'' has the jazzy "[[https://www.youtube.com/watch?v=5-pYuiWoE-Q Last Surprise]]". The updated re-release ''Persona 5 Royal'' also has an alternate battle theme for fights initiated when the player is at an advantage, "[[https://www.youtube.com/watch?v=rJ2KB5LVdqA Take Over]]".
454** ''VideoGame/PersonaQShadowOfTheLabyrinth'' has "Light the Fire Up In The Night", which is not only arranged differently depending on whether you pick the main character from ''[[https://www.youtube.com/watch?v=454IG6mfiK8 Persona 3]]'' or ''[[https://www.youtube.com/watch?v=gNoqBPlOvZg Persona 4]]'', but also features a different female vocalist from that character's game[[note]]Yumi Kawamura for ''Persona 3'', and Shihoko Hirata for ''Persona 4''[[/note]].
455* ''VideoGame/PhantasyStarIII'' has four different RandomEncounter themes. The first one plays when you see the enemies appear. Once the battle actually starts, the game plays one of three other themes. Which one is played depends on how well your party was doing. If your party is at a major advantage, or has just surprised the enemy, upbeat, optimistic music plays. If neither side has a major advantage, tense music plays. If you're ambushed or in trouble, the music will reflect this very clearly with a 'You're in trouble now' soundtrack. The music changes between these 3 themes in battle to reflect how well you're doing (or not).
456* Every ''Franchise/{{Pokemon}}'' game after and starting with ''Crystal'' typically have different music than the normal encounter theme when you go up against a legendary Pokémon. Sometimes, a legendary Pokémon that roams around the game world will have a unique encounter theme. In ''VideoGame/PokemonGoldAndSilver'' there is an additional battle theme for the regular encounters in Kanto. In ''VideoGame/PokemonBlackAndWhite'', there is an additional theme for the Pokémon fought in Victory Road, or just special encounters in other areas.
457* ''VideoGame/ShinMegamiTenseiIIINocturne'' Along with having different themes for each area you fight in those themes also have different solos to keep it fresh
458* ''VideoGame/SkiesOfArcadia'' had a number of battle themes. The music would even change in boss battles between "normal", "crisis" when the party had low HP, and "triumphant" when the party had high HP and the enemy had low HP. Hearing the switch from one to another when using a particularly meaty special move is ''very'' satisfying.
459* ''VideoGame/StarOceanTheLastHope'' had a standard battle theme used for most worlds with two exceptions. The battle music for Roak is a remix of the first game's battle music, while the battle music for [=EnII=] is remix of the second game's battle music. And ''VideoGame/StarOceanTillTheEndOfTime'' has a standard battle theme which is essentially a remix of the second game's battle system with some original notes, and have some boss battle themes that are from other tri-Ace games.
460* ''VideoGame/{{Suikoden}}'':
461** ''VideoGame/SuikodenII'' has a variant - when the plot takes you to the country where the first game was set, the battle music changes to a remix of the original ''[[VideoGame/SuikodenI Suikoden]]'' battle theme.
462** In ''VideoGame/SuikodenV'', having certain characters in your active party would change the battle music. Having the conductor would change it to a stirring orchestral piece, having the rock star would invoke an ''Ys''-style heavy metal remix, and having the flutist would change it to a flute-heavy arrangement.
463* ''Franchise/SuperMarioBros'':
464** ''VideoGame/MarioAndLuigiBowsersInsideStory'''s regular battle music changes depending on whether you're playing as Mario and Luigi or Bowser.
465** ''[[VideoGame/MarioAndLuigiDreamTeam Dream Team]]'' featured different battle themes for the Real World and the Dream World.
466** ''[[VideoGame/MarioAndLuigiPaperJam Paper Jam]]'' featured two battle themes. One of the being a remix of the battle theme from ''Superstar Saga'' and the other being a new one for when Paper Mario joins the party.
467* ''VideoGame/TalesSeries'':
468** ''VideoGame/TalesOfEternia'' and ''VideoGame/TalesOfSymphonia'' had a battle theme for each world. ''Symphonia'', in particular, went nuts with this: it had separate battle themes for Sylvarant, Tethealla, the Renegades, the Desian Grand Cardinals, angels, Summon Spirits, [[spoiler: Kratos]] and Yggdrasil, as well as a separate theme for the battles with party members.
469** ''VideoGame/TalesOfHearts'' has ''thirteen'' battle themes. Several for different stages of the game, separate subclasses for dealing with normal and boss-type [[TheHeartless Zerom]], and some more for dealing with regular bosses, a couple for TheRival, one for TheDragon, one for each phase of the final boss...
470** ''Symphonia'''s sequel similarly has a ton of battle themes - one for Sylvarant areas, one for Tethe'alla areas, one for new areas, one for the Coliseum/Ginnungagap, two general boss themes, one for the Vanguard, one for [[spoiler:Richter]], one for [[spoiler:Lloyd and Marta]], and one for [[spoiler:Emil/Ratatosk]].
471** ''VideoGame/TalesOfVesperia'' gave us four regular battle themes (one for each third of the game and one for the VeryDefinitelyFinalDungeon), one for the coliseum, the major boss theme, the Entelexia battle theme, and a battle theme for various major characters: Zagi, [[spoiler: [[DuelBoss Flynn]], [[IKnowYoureInThereSomewhereFight Estelle]], [[BigBad Alexei]], [[FinalBoss Duke]], and the [[{{Superboss}} cameo fights]]]] each have their own battle themes. Yeager is given one as well in the UpdatedRerelease.
472** ''VideoGame/TalesOfXillia'' ups the ante further with ''six'' regular battle themes: depending on [[AnotherSideAnotherStory whether you chose Jude or Milla as the "main" character]] at the start of the game, you get a different set of three battle themes (one for each third of the game) and a seventh for the VeryDefinitelyFinalDungeon. Jude's battle themes use electric guitar as their main instrument, while Milla's use the violin.
473* ''Franchise/TheElderScrolls'': Starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', the series typically has "exploration" themes, which are softer and make for nice background music. When a nearby enemy is aggro'd, the music will shift to a sharper "battle theme". Starting with ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', a "tension theme" is also present. This plays when enemies are nearby, but have not yet detected you and are not aggro'd. As an aside, when modders tried to disable audio track shifting to improve game speed, the game threw a fit.
474* ''VideoGame/TheLastRemnant'' has different battle themes for indoors and outdoors areas. Additionally, the music can change mid-battle if your morale meter drops too low or gets high enough.
475* ''VideoGame/TheWorldEndsWithYou'' has a soundtrack that it picks from at random for each random encounter. Has the effect of keeping all of the music fresh, since you never get one single tune repeated ad nauseum.
476* ''VideoGame/WildArms1 [[UpdatedRerelease AlterCodeF]]'' does something interesting with random battle music. If you have less than a full party (due to plot-related circumstances), then it plays a remix version of the standard battle music. And if you're in control of Calamity Jane (due to plot-related circumstances), it plays her music as battle music.
477* ''VideoGame/XenobladeChronicles'':
478** The battle themes in ''VideoGame/XenobladeChronicles1'' differ based on whether you or the enemy takes the initiative in the starting the battle. There's a pair of themes used for the majority of the game, a pair that's only played in the [[spoiler: Mechonis]] areas, and a theme that's used exclusively for the enemies fought past the PointOfNoReturn on the way to the final boss. Save for a few exceptions, all of the battle themes, be they boss or otherwise, can also be overridden by one of two other themes; one that plays when you change the future, and one that plays when your party is in low spirits.
479** ''VideoGame/XenobladeChroniclesX'' has one battle theme for fighting wild beasts, one for fighting hostile sentients, and then another two for engaging each type of foe while piloting a [[HumongousMecha Skell]]. Unlike the previous game, an enemy getting the drop on you results in a tense riff that transitions into the main battle theme instead of an entirely separate track.
480[[/folder]]
481
482[[folder:Simulation Game]]
483* When enemy ships approach in ''VideoGame/ArtemisSpaceshipBridgeSimulator'', the music changes from sweeping strings & synth to blaring horn fanfares.
484* ''VideoGame/{{Freespace}}'' generally has very slow, quiet themes for its missions, that almost seamlessly switch to more upbeat battle themes whenever enemies show up using a VariableMix. All of its soundtracks have three different battle themes, varying in intensity, to use accordingly with how much action is currently taking place.
485* ''VideoGame/WingCommander's'' use of situational music was part of what made Sound Blaster a home name in computer gaming. Special mention goes to ''[=WC2=]'', when you target a capital ship and arm a torpedo. It has a unique tune that's timed to play differently with each stage of a typical torpedo run.
486* In ''VideoGame/StarTrekBridgeCommander'', the music shifts depending on how well you're doing. If you and your allies outnumber and out-match the enemy, an almost fanfare-like, optimistic theme plays. But do poorly, or be totally outmatched (like going up against a Borg Cube alone) and the music turns deadly. It should be noted that Borg Cubes don't exist in the original game, but the "ThisIsGonnaSuck" theme plays anyway WITHOUT any extra scripting or programing due to the Cube having a higher HP total than your ship.
487[[/folder]]
488
489[[folder:Survival Horror]]
490* In the original ''VideoGame/AloneInTheDark1992'', a ScareChord plays and the music gets creepier when an enemy appears.
491* The classic ''Franchise/ResidentEvil'' games and their remakes use a variety of "Terror" themes for scripted enemy ambushes.
492* In ''VideoGame/ResidentEvil4'', {{mook}}s, especially Ganados, have various creepy battle musics depending on the location. Picked up again in ''VideoGame/ResidentEvil5'', one of the most notable examples is the prologue level, when Sheva and Chris are holed up in a shack fighting an endless horde, then the "second stage" begins and the [[NamesToRunAwayFromReallyFast Executioner]] shows up accompanied by his own heart-pumping terror-inducing theme.
493[[/folder]]
494
495[[folder:Third-Person Shooter]]
496* In the ''VideoGame/SyphonFilter'' series, each mission's theme has a more intense VariableMix. ''Omega Strain'', in addition to variations of the local music, has special battle themes for the leaders of each terrorist faction.
497[[/folder]]
498
499[[folder:Turn-Based Strategy]]
500* As battle is separate from other screens, the ''VideoGame/HeroesOfMightAndMagic'' games naturally have battle music, randomly selected from a handful of tracks.
501[[/folder]]
502
503[[folder:Web Animation]]
504* [[BreakingTheFourthWall Mentioned]] in the 2nd episode of ''WebAnimation/UnforgottenRealms''
505[[/folder]]

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