%% This page is not YMMV. Mentioning that you find a song or the scene it plays is awesome is not relevant. Please don't do it.
->''"Sometimes, music soothes the beast. Sometimes, it just gives it a kick-ass battle tune to fight to."''
-->-- '''{{Troper}} Glazed'''

In {{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 fade in when you get close to a threat, particularly in more recent games.

Several different types of battle music may appear:

''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.

'''These themes may be:'''
* Progressional: As you progress through the game, the battle theme may change at certain milestones.
* 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.
* Situational: A different, more tension-filled battle theme may play in different situations, such as getting ambushed by the enemies. See also SadBattleMusic.
* Aversion: No battle music for separate enemy encounter except bosses. Often done out of realism or to invoke NothingIsScarier.

''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.

'''Different BossBattle musics may play for:'''
* Normal BossBattle - 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.
* Major BossBattle - A more dramatic theme for the more difficult or unique bosses. Usually used for a ClimaxBoss. May overlap with the Villain Battle Theme.
* 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 [[RecurringBoss bosses]] such as TheDragon or BigBad will have more tension-filled battle themes.
* 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]]. [[NeoclassicalPunkZydecoRockabilly Or all of the above.]] Occasionally if the FinalBoss is a TragicMonster itself, SadBattleMusic may occur.

''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.

'''As for games with battle fanfares, they tend to come in two styles:'''
* ''Franchise/FinalFantasy'' style: The fanfare plays, followed by a triumphant theme which lasts until the 'battle screen' is exited.
* ''VideoGame/DragonQuest'' style: A short fanfare is played, after which the dungeon music starts up again.

See also OrchestralBombing for the movie version.



[[folder:Action Adventure]]
* ''Franchise/TheLegendOfZelda'':
** Averted in the first ''VideoGame/TheLegendOfZelda''. None of the enemies or bosses, not even Ganon who is the FinalBoss, has a battle theme.
** ''[[VideoGame/ZeldaIITheAdventureOfLink The Adventure of Link]]'', ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' have each a tense, fast-paced battle music for all standard bosses. The FinalBoss, also in each game, has a smooth-but-ominous one, and the ''A Link to the Past'' one is later used for Phantom Ganon in ''The Wind Waker''. This trend is extended to the remaining 2D and 2.5D games (except ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]''), plus the 3D game ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''.
** ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' 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''.
** From ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' onwards, every (or almost every) boss in the 3D games has a unique boss theme. ''Twilight Princess'' goes as far as having unique themes for most ''minibosses'' (though a few still adhere to a standard mini-boss battle music).
** The boss battle music in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' 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.
** One of the bosses in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'', 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]].
* ''Franchise/{{Castlevania}}'':
** In ''VideoGame/CastlevaniaAriaOfSorrow'', there's separate boss music for Julius (a combination of two old tunes, "Don't Wait Until Night" and "Heart of Fire"), and in ''VideoGame/CastlevaniaDawnOfSorrow'', [[spoiler:Soma]] uses Dracula's fight music, "Dance of Illusions". ''Aria of Sorrow'' also has a separate boss theme for fighting [[spoiler:Graham]], and [[spoiler: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.
** 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 against Dracula again.
** ''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 [[BonusBoss 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/CastlevaniaChroniclesOfSorrow Sorrow]]'s Distortion and [[VideoGame/CastlevaniaLamentOfInnocence Lament]] to the Master), and the Dracula battle music ([[TitleDrop Order]] of the Demon).
** Dracula usually has at least two boss themes, one for his normal form, and one or more for his OneWingedAngel forms.
* ''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).
* 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.
* 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.]]
* The SNES version of ''VideoGame/PrinceOfPersia'' has four battle themes: for {{Mook}}s(and the BossRush in Level 19), normal bosses, the GiantSpaceFleaFromNowhere in Level 17, and the FinalBoss.
* ''VideoGame/{{Magicka}}'' uses one theme for almost all bosses and minibosses. However, a few major bosses have their own themes.
* ''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 [[http://www.youtube.com/watch?v=3cWbLagjxbA ominous theme]]).

[[folder:Adventure Game]]
* ''HypeTheTimeQuest'' has two themes used in boss battles. These tend to fade as the titular character moves farther away from the boss.

[[folder:Beat 'em Up]]
* ''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.
* ''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.
* The arcade version of ''VideoGame/DoubleDragon'' features a standard theme for the first three bosses. For the final boss, it plays the [[ThemeMusicPowerUp opening title theme]] instead.
** The NES version of the first game 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).
** 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) and the TrueFinalBoss (which was later used in the GBA version as the theme of Raymond, Willy's bodyguard).
** 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.
** ''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.
* ''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.
* The original ''VideoGame/StreetsOfRage'' has "Attack the Barbarian" as the standard boss theme and "Big Boss" for the battle against Mr. X.
** The second game has "Never Return Alive" for the standard bosses, "Max Man" for Shiva, and "Revenge of Mr. X" for the final battle.
* The themes for the [[FanNickname Mane Six]] in the ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' fan-made game ''VideoGame/MyLittlePonyFightingIsMagic'' survive on [=YouTube=] even though Hasbro shut down their actual use in a fighting game.

[[folder:First-Person Shooter]]
* The ''VideoGame/MetroidPrimeTrilogy'' series has a unique theme for every major boss.
* The approach of a tank in ''VideoGame/Left4Dead'' is accompanied by [[http://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 [[http://www.youtube.com/watch?v=WhiGnj7QX2A "taank"]]. The second "Boss Infected", the witch, also has [[http://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.

* ''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.
* ''VideoGame/{{Vindictus}}'' primarily saves its battle themes for boss battles.
* ''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.

[[folder:Platform Game]]
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/Sonic3AndKnuckles'' includes the following themes: Act 1 Boss, Act 2 Boss, Main FinalBoss, and PerfectRunFinalBoss (Super Metal Sonic and Doomsday Zone).
** ''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 [[http://www.youtube.com/watch?v=jMoafV5C7m0 unique one]].
** 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.
* ''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. Though maybe the fact the game was ChristmasRushed had [[ObviousBeta something to do with it]].
* ''VideoGame/BanjoKazooie'' and its sequel, ''VideoGame/BanjoTooie'' does this whenever you take on a boss with the battle music being a more intense version of level's background music. ''VideoGame/DonkeyKong64'', made by the same developers who created the ''Banjo'' games, does the same thing.
* In ''VideoGame/ConkersBadFurDay'', three bosses share a mainstream boss theme, and there is a rural-styled remix of it for the one fought in the ranch, 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 space.]]
* 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.
* 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]]), "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]].
* ''Franchise/SuperMarioBros'':
** The earlier 2D games, starting from ''VideoGame/SuperMarioBros2'', give each a common theme for both the bosses ''and'' the minibosses (where present), thus leaving the corresponding FinalBoss (Wart, Bowser, Tatanga, Wario) 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]]'' avert the trope even in the final duel against Bowser; the ''[[VideoGame/SuperMarioAllStars All-Stars]]'' remake for both games did add a battle theme for the regular encounters and another for the last ones, though. 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.
** In the case of the 3D games, each subsequent installment gradually increases the variety of battle themes for the bosses. Bowser, meanwhile, has an OminousPipeOrgan remix of his [[http://www.youtube.com/watch?v=ATKztq3a5is&feature=related theme]] for the [[http://www.youtube.com/watch?v=Tu8N86Wq9yw final battle]] in ''VideoGame/SuperMario64'', a suspenseful drum-and-piano track in ''VideoGame/SuperMarioSunshine'', OminousLatinChanting in ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', and OrchestralBombing in ''VideoGame/SuperMario3DLand'', ''VideoGame/SuperMario3DWorld'', and ''VideoGame/SuperMarioOdyssey''.
** 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.
** Each boss has its own battle music in ''VideoGame/WarioWorld'' and ''VideoGame/WarioLand Shake It!'', 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.
* 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.
* ''VideoGame/{{Amagon}}'' has a {{mid boss}} theme, a main end boss theme for Zones 1, 2, and 6, and a different theme for the end bosses of Zones 3 and 5, whilst Zone 4 [[BackgroundMusicOverride continues the stage BGM]] during its boss battle.

[[folder:Puzzle Games]]
* ''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]].

[[folder:Role-Playing Game]]
* ''Franchise/FinalFantasy'':
** ''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.
** ''The Four Warriors of Light'' has additional "The Boss TurnedRed" and "you're dying" music on top of the regular battle theme.
** ''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.
** ''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''.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Has one for each of its {{Climax Boss}}es.
* ''[[Franchise/SaGaRPG SaGa]]'' series:
** ''VideoGame/SagaFrontier'' has 1 normal battle theme, 4 boss themes, and 7 final boss themes [[DarkReprise (Character's theme rearranged)]].
** The ''VideoGame/RomancingSaGa'' remake has 12. Notable are the [[http://www.youtube.com/watch?v=_tyuzYoIDUg Three]] [[http://www.youtube.com/watch?v=pPkeV_jRrb4 Dark]] [[http://www.youtube.com/watch?v=V5wJMKmtbkU Gods]]. The Minions of Saruin [[http://www.youtube.com/watch?v=1k1OsApDSIw get their own theme too.]]
* ''VideoGame/SeikenDensetsu3'' 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.
* Done in ''VideoGame/{{Xenosaga}}'' Episode III, where almost every boss has his personal battle theme.
* In ''VideoGame/{{Xenosaga}}'' ep. I, every boss had the same battle theme. In fact, every battle of the game, with the exception of the last battle, used the exact same music.
* The majority of the story bosses in ''VideoGame/{{Xenoblade}}'' 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.
* ''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 [[BonusBoss Bonus Bosses]] 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 BonusBoss 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]]
* ''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.
* 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:
** ''[[VideoGame/PokemonRedAndBlue Red]]'', ''[[VideoGame/PokemonRedAndBlue Blue]]'' and ''Yellow'' have four: Wild [[{{Mons}} Pokémon]], Trainer, Gym Leader, [[FinalBoss Champion]].
** [[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.
** ''[[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.
** ''[=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.
** ''[[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=]'').
** ''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).
** ''[[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.
** ''[[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 (the one with the [[{{Mondegreen}} "DENNIS"]] [[OminousLatinChanting chanting]]), 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''.
** ''[[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 ''[[UpToEleven 33]]'' themes.
** ''[[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]].
** ''[[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.
** ''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.
* 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.
* ''VideoGame/GoldenSun'' has epic scores for its final bosses... and every other battle too.
* The ''VideoGame/BaldursGate'' and other Infinity Engine games used BattleThemeMusic 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)
* ''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.
* ''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.
* 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.
** 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.]]
** 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.
** Chernabog and Sephiroth, of course, have "Night on Bald Mountain" and "One-Winged Angel."
** 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 UpToEleven with ''three'' unique themes for his three-stage fight in [[UpdatedRerelease Re:CoM.]]
** 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.]]
* ''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).
* ''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 (eg "The Ordeal Becomes Great" in ''IV''), and TheDragon (e.g. Dalles in ''II Eternal''), QuirkyMinibossSquad(e.g. the Mages in ''V''), and the BigBad usually have their own unique theme, with variations for multiple forms.
* ''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.
* ''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.
* Almost every Tri Ace game plays some variation of the song ''Incarnation of the Devil'' for at least one of the battles with its bonus bosses.
* ''VideoGame/MegamiTenseiII'' has two boss themes: the regular one and the one used for FinalBoss [[spoiler:Satan]] and TrueFinalBoss [[spoiler:YHVH]].
* ''VideoGame/ShinMegamiTenseiI'' only has one theme for every boss, from Orias at the beginning to Michael and Asura at the end.
* ''VideoGame/ShinMegamiTenseiII'' has two boss themes: one for regular bosses and one for climactic bosses starting with the Archangels and fake YHVH.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' has a whole lot of them. There's the miniboss theme, the regular boss theme, the Fiend theme, [[Franchise/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]].
* ''VideoGame/ShinMegamiTenseiStrangeJourney'' has one for minibosses and Fiends, one for major bosses and {{Bonus Boss}}es, one for [[spoiler:Judge Zelenin]], one for [[spoiler:Awake Jimenez]], and one for [[spoiler:Pillar Zelenin, Soil Jimenez, and Mem Aleph]].
* ''VideoGame/ShinMegamiTenseiIV'' has one for most optional bosses, one for minor required bosses, one for major required bosses and a few of the tougher {{Bonus Boss}}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.
* ''VideoGame/Persona3'' has three boss themes: "Master of Shadows" 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]]
** ''Persona 3 Portable'' adds the catchy "Danger Zone" battle theme for Tartarus Bosses while playing as the female protagonist.
** ''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]].
* ''VideoGame/{{Persona 4}}'' 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.
* ''VideoGame/{{Persona 5}}'' has "Last Surprise" for regular battles, which has the thieves giving {{Badass Boast}}s about how their enemies [[YouAreAlreadyDead are already finished]]. "Rivers in the Desert" 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. There's also unique insturmental tunes for battles after characters first awaken to their Persona, the various MonsterOfTheWeek villains, and mid-boss fights against souped up mooks.
* ''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...
* ''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.
* ''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.
* 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.
* 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.
* ''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, Astaroth, among others. Also, both normal and boss battles have their own ''insane'' versions if at least one character's sanity point drops below zero.
* ''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 [[http://www.youtube.com/watch?v=6GMMFJc-mUo virtually seamless]]!
* Almost every boss in ''VideoGame/TheLastStory'' shares the same theme, but plot-critical opponents get a unique theme each.
* While all bosses of ''VideoGame/PandorasTower'' 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.
* The ''VideoGame/MarioAndLuigi'' games typically have one theme for the final boss and another for all the rest, but there are exceptions:
** ''Superstar Saga'' gave [[GoldfishPoopGang Popple (and Rookie)]] a unique battle theme.
** ''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.]]
** ''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.
** ''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]].
** ''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.
* ''VideoGame/ExaPico'' frequently has [[MagicMusic Hymnos]] songs in the background of particularly major boss fights.
* ''VideoGame/MonsterHunter'':
** 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, [[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. 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 do Elder Dragons due to their importance and difficulty. Yian Garuga, Rajang and Deviljho, despite being standard large monsters, have their own unique battle themes as well.
** In ''4 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 ''Generations'' and its ''Ultimate'' expansion (except for the Diablos deviant, which has its own theme for being the latter's joint flagship monster alongside Valstrax).
* ''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.
* 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'')
* 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]].
* ''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]].
* ''VideoGame/EtrianOdyssey IV: Legends of the Titan'' has seven battle themes: One for the Maze mini-bosses and the sidequest bosses, one for the Maze bosses, one for both the FinalBoss and the BonusBoss from the BonusDungeon (which also borrows the main boss theme in its first phase), one for the Elemental Dragons and the overworld's final BonusBoss, one for the Field-On Enemies (F.O.E.) and three for the main enemy encounters. This distribution is kept almost intact in ''Etrian Odyssey V: Beyond the Myth'', with two differences: Since the few mini-bosses present are relegated to sidequests, they just use the F.O.E. battle theme; and the ultimate BonusBoss ([[spoiler:Star Destroyer]], located in the secret stratum) has its own theme.

[[folder:Shoot 'em Up]]
* ''VideoGame/StarFox'':
** The same battle theme is used on ''VideoGame/StarFox64'' And ''VideoGame/StarFoxAssault''; and whenever the player controls Wolf, it is his {{Leitmotif}}.
** ''VideoGame/StarFox1'' uses the default theme as well, but also has different themes for each of the planet bosses ([[http://www.youtube.com/watch?v=Vp7NILCLlVc&feature=related Corneria/Meteor]], [[http://www.youtube.com/watch?v=_vBWNDhSgAY Titania]], [[http://www.youtube.com/watch?v=zaYqlFeaq2o Fortuna]], and [[http://www.youtube.com/watch?v=RDNNvHkx8AQ Macbeth]]), a theme for [[http://www.youtube.com/watch?v=EaGSzlCQF24 space bosses]], and a remix of the latter for the [[http://www.youtube.com/watch?v=JWbdesZCiUI Venom bosses]] (both orbit and planetside).
** 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).
* The ''VideoGame/{{Touhou}}'' 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!
* ''Iron Tank'' has a normal boss theme([[http://www.youtube.com/watch?v=ly4bg8T9Oo8 at 3:28 in this clip]]) for tanks, trains, and other vehicles, and a [[http://www.youtube.com/watch?v=LZFuGFJMbCc different theme]] for {{stationary boss}}es such as [[CoresAndTurretsBoss base fortifications]] and long-range turrets.
* ''VideoGame/{{Raiden}} IV'' alternates between the ''Raiden II'' and ''Raiden I'' boss themes.
* ''VideoGame/RType Final'': [[http://www.youtube.com/watch?v=vK1cQPWoz-Q Organic Boss]], [[http://www.youtube.com/watch?v=8A0mN7flQJY Mechanical Boss]], [[http://www.youtube.com/watch?v=wWsEx-CdAnY Final Boss]].
* ''VideoGame/TheGuardianLegend'' used more ominous or frantic boss music for the tougher bosses.
* The standard boss theme in ''VideoGame/{{Ikaruga}}'' is "Butsutekkai", but the Chapter 2 boss uses "Recapture", a dark rearrangement of "Trial", and the FinalBoss's third form uses a ThemeMusicPowerUp remix of [[Level1MusicRepresents "Ideal"]].
* 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.

[[folder:Stealth Action Game]]
* ''VideoGame/MetalGear:''
** 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]]").
** ''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).
** ''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.
** ''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.
** ''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 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.
** ''VideoGame/MetalGearSolidPortableOps'' has a unique theme for each boss. Null gets two boss themes, one for each battle with him.
** ''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.
** ''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.

[[folder:Survival Horror]]
* In ''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"). 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.
* ''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.
* The ''VideoGame/DeadRising'' games have unique themes for psychopaths, humans who have gone mad due to the zombie apocalypse.

[[folder:Third-Person Shooter]]
* The ''VideoGame/MegaManLegends'' games have a unique song for ''every single boss fight''.
* ''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.
* ''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.

* ''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.
* 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! [[spoiler: Well... sort of.]] It even inverts this by giving several late-joining [[EleventhHourSuperpower (but extremely powerful)]] playable characters their own unique battle themes.


[[folder:Real-Time Strategy]]
* ''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.

[[folder:Role-Playing Game]]
* The ''Franchise/FinalFantasy'' and ''VideoGame/DragonQuest'' series employ their respective styles of fanfare.
* 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.
* The victory tune for each ''Franchise/{{Grandia}}'' game would change if you got a perfect battle, which means finishing battle without taking any damage.
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/MarioAndLuigi'' series use the ''Final Fantasy'' style, while the ''VideoGame/PaperMario'' games use the ''Dragon Quest'' style.
* ''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. Later games also add a fanfare for defeating members of the villainous team.
* There are two for ''Videogame/{{MARDEK}}'': one for after regular battles, and one for after boss battles.
* 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.
* ''VideoGame/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).
* ''VideoGame/{{Fallout 4}}'' has standard "Level Up" and "Quest Completed" fanfares, plus fanfares based on the four story factions' {{leitmotif}}s when completing their respective quests.

[[folder:Turn-Based Strategy]]
* ''VideoGame/YggdraUnion'' does this for the damage calculation screen.
* 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, the (single) combat theme music in ''Star Control II'' is arguably the most memorable musical piece in the entire game (which is surprising, considering the amount of unique music themes this game contains).


[[folder:Action Adventure]]
* ''Franchise/TheLegendOfZelda'':
** Being an ActionRPG, ''VideoGame/ZeldsIITheAdventureOfLink'' 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.
** 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]].
** The night battle music in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', heard when sailing during night, differs from the regular enemy theme.
** ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' has the Hyrule Field battle theme, and the Dungeon/Nighttime battle theme. ''Twilight Princess'' has day, night, and Twilight Beast battle themes, as well as {{Variable Mix}}es of the local music themes.
** 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.
* 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.
* ''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.

[[folder:Adventure Game]]
* ''VideoGame/HypeTheTimeQuest'' has a battle fanfare. The same one for every boss.

[[folder:First-Person Shooter]]
* Besides the Boss Themes, the ''VideoGame/MetroidPrimeTrilogy'' employs Villain Music quite often. Any time you're in a Space Pirate research facility in the first game, 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. ''VideoGame/MetroidPrime2Echoes'' has a theme for Ing battles and another to possessed Trooper confrontations.
* ''VideoGame/DeusEx'' shifted adeptly between regular music and battle music, with each location having its own.
* ''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]].
* ''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.
* In ''VideoGame/{{Borderlands}}'' the local dungeon music for each area gradually shifts into a more intense theme when in combat, then shifts back once everyone is dead.
* ''VideoGame/SeriousSam'' has several different songs for every area, from a calm variant (no enemies) to tense battle themes which fade in and out depending on whether there are enemies nearby.

[[folder:Mecha Game]]
* ''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.

* ''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.
* ''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.
* ''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.
* ''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.
* ''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.

[[folder:Platform Game]]
* ''VideoGame/SonicUnleashed'' has a [[EarWorm rather catchy]] and ridiculously upbeat big-band swing theme that plays during fights on the "Werehog" stages.

[[folder:Real-Time Strategy]]
* 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.
* ''VideoGame/CommandAndConquerGenerals'' uses a heavy metal remix of your faction's music whenever your troops are fighting.
** ''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.
** 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.
* In ''VideoGame/{{Homeworld}} 2'', regular battles have upbeat tracks but boss battles have creepy ones. Keepers and Movers have their own battle tracks, [[http://www.youtube.com/watch?v=btXnl7AGFg0 here]] and [[http://www.youtube.com/watch?v=tG2QNP9A1dA&fmt=18 here]]. The boss battle with Makaan goes to [[http://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 [[http://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 [[http://www.youtube.com/watch?v=-jzeQIJf4PE sample]]...
* ''Haegemonia Legions of Iron'' has a lot of different battle tunes.

[[folder:Role-Playing Game]]
* ''VideoGame/TalesSeries'':
** ''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.
** ''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...
** ''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]].
** ''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 [[BonusBoss cameo fights]]]] each have their own battle themes. Yeager is given one as well in the UpdatedRerelease.
** ''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.
* In ''VideoGame/DragonsDogma'', depending on your character level, enemies you encountered and your health, the instruments of the battle theme varies.
* The ''VideoGame/EarthBound'' series has different themes depending on what kind of monsters you fight, including the bosses. It's worth noting that ''VideoGame/EarthBound's'' sequel, ''VideoGame/{{Mother 3}}'', 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.
* ''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.
* 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.
* ''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.
* ''Franchise/SuperMarioBros'':
** ''[[VideoGame/MarioAndLuigiBowsersInsideStory Mario & Luigi: Bowser's Inside Story]]'''s regular battle music changes depending on whether you're playing as Mario and Luigi or Bowser.
** ''Dream Team'' featured different battle themes for the Real World and the Dream World.
** ''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.
* ''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.
* ''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.
* The ''Franchise/KingdomHearts'' games feature separate battle themes for each world. As with the ''Legend of Zelda'' example above, it activates when an enemy is nearby even if you can't see it.
* ''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.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' Along with having different themes for each area you fight in those themes also have different solos to keep it fresh
* 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.
* ''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.
* 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.
* 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.
* The ''Franchise/FinalFantasy'' series, obviously. The themes reference each other a bit, as you can hear in [[http://www.youtube.com/watch?v=M_NzoRLRR0o this here]] retrospective covering ones from the main series up to number ten.
* ''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.
* ''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.
* ''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.
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/{{Fallout 3}}'' 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]].
** ''VideoGame/{{Fallout 4}}'''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.
* ''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.
* ''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.
* In ''VideoGame/DragonAgeOrigins'', you'll know you're about to fight Darkspawn when [[http://www.youtube.com/watch?v=V6g5OgPbBv8 this]] theme starts playing.
* ''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).
* ''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.
* 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.
* ''Beast Signer'' got 6 different battle teams and the game is not even done yet.
* 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''.
* Outside of boss battles, every battle theme in ''VideoGame/HarryPotter and the Chamber of Secrets'' is [[BossRemix a more intense remix]] of the theme for whichever area the battle was taking place in.
* ''Franchise/ShinMegamiTenseiPersona'':
** ''VideoGame/{{Persona 3}}'' has the rather [[EarWorm catchy]] "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'' ''[[UsefulNotes/PlayStationPortable Portable]]'' adds a new theme, "Wiping All Out", for the female main character.
** ''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]].
* ''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]]...
* The battle themes in ''VideoGame/{{Xenoblade}}'' 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.
* ''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.
* 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.
* ''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.
* ''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.
* The ''VideoGame/EtrianOdyssey'' games 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 dungeons that are unveiled near the end of the game.
** The music for encounters inside the resident BonusDungeon.

[[folder:Simulation Game]]
* When enemy ships approach in VideoGame/ArtemisSpaceshipBridgeSimulator, the music changes from sweeping strings & synth to blaring horn fanfares.
* ''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.
* ''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.
* 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.

[[folder:Survival Horror]]
* In the original ''Videogame/AloneInTheDark1992'', a ScareChord plays and the music gets creepier when an enemy appears.
* 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.

[[folder:Third-Person Shooter]]
* 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.

[[folder:Turn-Based Strategy]]
* As battle is separate from other screens, the ''VideoGame/HeroesOfMightAndMagic'' games naturally have battle music, randomly selected from a handful of tracks.

[[folder:Web Animation]]
* [[BreakingTheFourthWall Mentioned]] in the 2nd episode of WebAnimation/UnforgottenRealms