Power Up Motif
In games that use Power Ups, often the power-ups are timed. In many cases, an audio motif indicates the fact that the power-up is in play, vanishing the moment the power-up expires. Related to Theme Music Power-Up, but not to Magic Music.
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- In The Legend of Zelda: Link's Awakening, the Piece of Power and Guardian Acorn work exactly this way; they change the background music for a short time, and when the song stops the powerup was over.
- In The Legend of Zelda: Twilight Princess, a triumphant remix of the boss theme plays when a boss is stunned and their weakness is exposed. Zant overrides this with his own crazy themes, however.
- In ZZT, collecting an energizer (which provides temporary invincibility) causes the player to flash and also plays a jaunty tune. When the tune finishes, the energizer effect also stops.
Beat 'em Up
Card Battle Game
- Similarly, Super Smash Bros.. uses it:
- Bang Shishigami's Fu-Rin-Ka-Zan from BlazBlue: Calamity Trigger is a Super Mode that works like this: When you activate it, his power-up music begins to play loudly over the stage background music, until the next round begins.
- Guilty Gear Xrd, taking notes from BlazBlue, gives Sol Badguy his own theme song that overrides the background music when he activates Dragon Install.
- Pac-Man, as well as many of its sequels (Ms. Pac-Man, Jr. Pac-Man, Super Pac-Man, and so forth), makes a distinctive sound when the title character eats an energizer. Whether it qualifies as "music" could be argued, but Ms. Pac-Man and Jr. Pac-Man had the sound get higher and higher to indicate that the power-up period was nearing its end.
- Mario games use this a lot.
- The Invincibility Power-Up (Super Star)
- The caps from Super Mario 64 and DS
- The Rainbow Star, Red Star, Fire Flower, and Ice Flower in Super Mario Galaxy
- The Mega Mushroom from New Super Mario Bros..
- Riding a Yoshi in Super Mario World and Super Mario Galaxy 2 adds extra percussion to the BGM.
- The Star in the first Wario Land game
- In Mario Kart Wii, you can hear the motif if another racer using a Super Star or Mega Mushroom is nearby.
- Bio Menace has a kind of rain-like music that lasts for the short time the invincibility potion lasts.
- Pick up the fast feet shoes in Jazz Jackrabbit and the level's music will speed up until they wear off; this is taken from Sonic the Hedgehog.
- The Sonic the Hedgehog series uses this for its invincibility sparkles. The song was different for each game, but they all lasted the same amount of time and worked identically.
- Also, as implied above, getting Power Sneakers to boost your speed increases the tempo of the current background music for their duration.
- When you earn an extra life, the jingle lasts for a couple of seconds and often completely overrides the background music.
- In Banjo-Kazooie, using the Wonderwing power changes the background music for the duration.
- Whenever you get a special pair of shoes/boots in the Banjo-Kazooie games, the background music changes until the power is used/worn out.
- Konami's Noah's Ark has a theme for Time Stands Still powerup and Invincibility Power-Up black vial powerup.
- The Sega Saturn version of Bug! plays a fast version of the title theme when Bug gets a Stunt Bug powerup.
- Demon Sword also uses this for its invincibility power-up.
- Transformers Convoy No Nazo has the music change when you get the barrier shield. This is the only indication that you have it at all.
- Sonic And All-Stars Racing Transformed has the All-Star item that converts the racer into their flight form temporarily and makes them faster and virtually indestructible. Notable in that each character has different theme music while they have it activated and the music only plays for other racers when they're nearby.
- Each character in Bravely Default gets their own Power Up Motif that begins after they perform a special move (Agnes gets Wind's Direction, Tiz has You Are My Hope, Ringabel's is Love's Vagrant, and Edea receives Baby Bird). For the rest of the motif's minute and a half duration, all characters get a boost to the stat most relevant to the weapon used during the special move (physical attack for swords, crit rate for bows, magic defense and healing for staffs, etc.).