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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- The Legend of Zelda
- 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 the duration of their effects, which only wear off after you take three hits or enter/exit a dwelling.
- In The Legend of Zelda: Twilight Princess, a triumphant remix of Link's leitmotif 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
- 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.
- In Wrecking Crew, a rather awesome music sounds when you get the Golden Hammer.
- Getting Power Sneakers to boost your speed increases the tempo of the current background music for their duration. Except in Sonic CD where there's separate music for Power Sneakers because the music was being played directly from the CD and couldn't be sped up. The PC version of Sonic 3D Blast doesn't use the invincibility music, for the same reason.
- 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. The Japanese version has a second invincibility theme, as well as additional motifs for the exclusive Flight, Dragon, and Chibi power-ups.
- 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.
- In The Nightmare Before Christmas: The Pumpkin King, an instrumental version of "What's This?" from the movie plays whenever Jack uses the Spicy Bottle to become the Pumpkin King.
- Kirby's Dream Land had two: one for the Invincibility Candy and one for the other power-ups. As the Invincibility Candy became a staple of the series, that song remained afterwards. The other one started getting phased out until Super Star Ultra and Air Ride remixed it for different reasons, though by now, it's more associated with Kabula.
- The Adventure Island series had one for Honey Girl and the Fluffy Cloud Heaven.
- The Invincibility Barrel in Donkey Kong Country games would add a rather simian-sounding repetition over the BGM.
- Trog has the pineapple theme when it's collected.
- In Puyo Puyo Fever, filling up the Fever gauge activates not only the titular bonus to flood your opponent's board, but also plays much bouncier music.
- 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.
- Forza Horizon 3 features the 'Skill Song' mechanic. At random intervals, a song is decided to become a Skill Song, and will provide you with double Experience Points for as long as it plays.
- 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.). If another special move is used before the first song ends, the stat boosts of both songs apply for the duration of the new song. Unless you use a third move, in which case the stat boosts of all three songs apply...
Shoot 'em up