the area selection theme in the first game, "Symphonic Legends" orchestral game music concert, when the S.S. Dolphin is completely rebuilt, https://www.pikminwiki.com/index.php?title=Music_in_Pikmin_2&oldid=207728. The entire track has a low pass filter, probably so as not to distract from the video. This theme's noticable waltz rhythm is rigidly defined by a strict harmony in harp-like synthesizer. Heard when the leader(s) and Pikmin enter the hole to a deeper sublevel. However, hacking the game to insert a Burgeoning Spiderwort into the stage will trigger the game to play the missing variation, as it is present in the game's data.[1]. Seems to favor sublevels with many mushrooms, whether they are treasures or just scenery. This daring mood gets an adventurous rendition of the Hocotate motif, through booming tuba and basses contrasting with the high, intrepid melody in trumpets. A full orchestra attacks with punctualism: a scoring technique with unexpected stabs of dissonant material separated by near silence. As the President gets the idea to send Captain Olimar and Louie to PNF-404, the Hocotatian motif returns, echoed throughout the orchestra as the intensity builds. Its structure and gestures are identical to the usual theme, except the anvil sound effect is replaced by a rapidly oscillating synth sample, not unlike a small vibrating spring. Combat mix plays when the Bumbling Snitchbug is attempting to grab a leader, is currently holding one, or is being pummeled by Pikmin. As soon as the coast is clear, you will see that one of the Wollywogs was carrying the Princess Pearl; take it back to camp (you may need Blue Pikmin if it was dropped in the water). The texture beneath the melody is repetitious and ethereal, and combined with the melody the regular theme lacks much low register. Also, the recordings of these themes are recordings of single iterations; the themes are random and will not play the same way twice in-game. Then whistle them back before they die. This glitch was not fixed for the New Play Control! If confirmed, add it to the glitches page. Heard any time the ship gives information to the player unrelated to any recent discovery. This composition again contains random orders of non-random gestures; the melody is diatonic (B♭ minor scale), but still experimental in its low register. However, it can still be bombarded with pikmin when actually in it’s dormant state. While the same theme plays, a new mix of instruments is added: an organ and steady percussion, reminiscent of the final boss theme of the first game, as well as a small trill on xylophone. This theme also contains instances of the "cymbalesque" synthesized instrument from the first game, used as complements to the harmony. When they attempt to collect a treasure in an alcove, another Bumbling Snitchbug drops from the ceiling, this is easy to dodge because the white pikmin, if they are just in time, will dodge the snitchbug and keep going. A brief major turnaround in the strings recaps the events of Pikmin, and the S.S. Dolphin escapes to Hocotate, during which the motif returns triumphantly before faltering off into an augmented cliffhanger. Another remix of the treasure collection theme, this time beginning on the highest key of G major rather than F or D major. The treasure mix in this piece does not complement the melody but the rhythm. When they wander the area, they may need to encounter Doodlebugs. This is a slower, weirder mix of the explanation theme, built mainly on intervals of fifths and on major 7 (omit 3) chords, rather than on triads. Both of them play in unison, one of them being detuned slightly, resulting in the chorus effect heard in-game. Its minimal context allows it to sound in G major or E minor depending on its random order of gestures. Heard when a leader loses all of his health. This theme, using minimal instrument textures at once and a singular key of E major, keeps its overall mood relatively soft-spoken and low. Explore the area once all the hazards are cleared and collect and unearth any treasures. Individual notes in cave music are played in real-time, as evidenced by the fact that sustained sounds will carry over into the beginnings of cutscenes. Like the first game's swarm jingle, this jingle has a bugle call structure reminiscent of the assembly call. Combat and enemy mix will only play when the Skitter Leaf is in its "awakened" state. After generating the layout, the game decides how many objects of each type it wants to spawn, and starts picking spawn positions from the cave units in this sublevel, to find appropriate locations to place the objects in. Finally as the Hocotate ship blasts off this motif metamorphoses into the "success motif", this time focused on adventure. The melody begins right away, and the call-and-response between orchestra and vibraphone happens only once, instead of twice. A noticeable factor in this composition is the echo in the normal version, giving the sublevel ambiance a sense of depth. The handbell sound also signals 30 increments left on the time meter in Challenge Mode. Heard when the Waterwraith first appears on a sublevel of the Submerged Castle other than the final sublevel. Instead, the overarching theme of 2-Player Battle is a quirky, tonal, and subtly bellicose theme with many instruments and a generally frivolous air. Combat mix plays when the Armored Cannon Beetle Larva has noticed the leader/Pikmin and is above ground. The pre-rendered story cinemas of the game have a Hollywood-style sampled orchestra to score them, albeit not always using the full orchestra. This chipper jingle adds character to the Pellet Posy, making it a more vibrant flower and not just a gameplay tool. If the other leader is alive, it'll instantly join the party, regardless of distance. This table details which boss moves trigger which cues in the theme. The music in caves is significantly more minimal than the music in outside areas, and in Pikmin 2, cave music is also randomly generated following a specific layout, like the terrain. The tense but teleological theme when the Dweevil has no more treasures is not fully resolved by this cue, meaning the tension is not completely gone. The instrumentation is very loose and in the game very quiet, and more randomness is allowed in the melody and minimal harmony. Can't be heard normally since the boss music is usually playing. The theme itself sounds toylike, and takes a much more chipper, less atonal mood than other themes in the game, or even in the Glutton's Kitchen. The drone in C, the acoustic guitar rhythms, and the sarod resemble The Forest Navel's theme, but without percussion and with a somber cello melody this theme becomes less exploratory. This fanfare begins like the debt milestone theme, but eschews the Hocotatian motif for an even more victorious arpeggio of A major. If multiple bosses are present in a cave's sublevel, the boss theme will not play its usual ending until all bosses are defeated; defeating one boss will merely stop the boss theme until the next boss is triggered. To enter a new sublevel, / must be pressed near a hole; all Pikmin and live leaders will fall down the hole, and planted Pikmin will remain. The cave themes are different from the area themes in that they are minimalistic and randomly generated, to reflect the more minimalistic and random layout of cave floors. Heard when the ultra-spicy spray is used for the first time. Even though every sublevel is randomly generated, they each have a consistent theme. Combat mix plays when the Dwarf Bulbear has noticed the leader/Pikmin and is actively following them. There is also an Iridescent Glint Beetle on this sublevel that can be used to harness Ultra-spicy Sprays for the boss. Combat mix plays when the Male Sheargrub is unearthed. The only cave without a boss level is the Emergence Cave, and the one with the most is the Hole of Heroes. This sublevel has many Snow Bulborbs and a couple of Hairy Bulborbs. Combat mix plays when the Dwarf Red Bulborb has noticed the leader/Pikmin and is actively following them. This will take away a good chunk of his health. Generally, the textural style of the music reflects either the game's new mission from Hocotate, the organic overworld of PNF-404, or the specific visual theme of a cave; by vastly varying its unique instrumentations, register, and rhythms.