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* The ''{{Halo}}'' series usually powers up the music towards the climax or end of a battle. For example, on the second and third levels of the first game, the "Brothers in Arms" music goes into its climax section when the Covenant bring in reinforcements. When you reach the toll plaza at the end of the bridge on Metropolis, rock drums and bass guitar are added to the Halo theme music, and when you go into the tunnel, the music quiets down. While riding the second gondola on Regret, the first part of "Leonidas" plays on a loop, then when you reach the end, it segues to the awesome climax of the piece, which loops until you defeat all the enemies. "Blow Me Away" also does this for the Mausoleum battle.

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* The ''{{Halo}}'' series usually powers up the music towards the climax or end of a battle. For example, on the second and third levels of the first game, the "Brothers in Arms" music goes into its climax section when the Covenant bring in reinforcements. When you reach the toll plaza at the end of the bridge on Metropolis, rock drums and bass guitar are added to the Halo theme music, and when you go into the tunnel, the music quiets down. While riding the second gondola on Regret, the first part of "Leonidas" plays on a loop, then when you reach the end, it segues to the awesome climax of the piece, which loops until you defeat all the enemies. "Blow Me Away" also does this for the Mausoleum battle.
battle. In the second half of Tsavo Highway, the Halo theme changes to the "Rock Anthem for Saving The World" variation in the area with all the Choppers and Wraiths.
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* The ''{{Halo}}'' series usually powers up the music towards the climax or end of a battle. For example, on the second and third levels of the first game, the "Brothers in Arms" music goes into its climax section when the Covenant bring in reinforcements. When you reach the toll plaza at the end of the bridge on Metropolis, rock drums and bass guitar are added to the Halo theme music, and when you go into the tunnel, the music quiets down. While riding the second gondola on Regret, the first part of "Leonidas" plays on a loop, then when you reach the end, it segues to the awesome climax of the piece, which loops until you defeat all the enemies. "Blow Me Away" also does this for the Mausoleum battle.
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* ''SuperMarioBros.'' series does this frequently when timer reaches 100.

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* The ''SuperMarioBros.'' series does this frequently when timer reaches 100.[[ProtonJon A HUNDRED SECONDS?]]!
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* ''DonkeyKongCountry'', as a part of its very wide compendium of [[{{NightmareFuel/DonkeyKongCountry} Nightmare Fuel]], [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[NotSoFastBucko "don't think you'll get out of this place easily".]]

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* ''DonkeyKongCountry'', as a part of its very wide compendium of [[{{NightmareFuel/DonkeyKongCountry} [[NightmareFuel/DonkeyKongCountry Nightmare Fuel]], [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[NotSoFastBucko "don't think you'll get out of this place easily".]]
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* ''DonkeyKongCountry'', [[{{NightmareFuel/DonkeyKongCountry}} as a part of its very wide compendium of]] NightmareFuel, [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[NotSoFastBucko "don't think you'll get out of this place easily".]]

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* ''DonkeyKongCountry'', [[{{NightmareFuel/DonkeyKongCountry}} as a part of its very wide compendium of]] NightmareFuel, of [[{{NightmareFuel/DonkeyKongCountry} Nightmare Fuel]], [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[NotSoFastBucko "don't think you'll get out of this place easily".]]

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More stuff! As explained in a few other pages: I\'m a rookie troper. If \"it\'s not an example\", then just undo it and explain why.
























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* In ''KirbySuperStar'' [[MusicalSpoiler Heavy Lobster's theme]] is pretty much [[http://www.youtube.com/watch?v=xdjcBIDIqy4 despair in musical form.]]


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* ''DonkeyKongCountry'', [[{{NightmareFuel/DonkeyKongCountry}} as a part of its very wide compendium of]] NightmareFuel, [[http://www.youtube.com/watch?v=GMAWnr5jMx0 gives us this example of]] [[NotSoFastBucko "don't think you'll get out of this place easily".]]


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** Also played if you're nearing the 10-minute time limit, or if you're in a 2-player match in ''SonicTheHedgehog 2'' and the 1-minute time limit that plays when one player finishes the stage is down to 12 seconds.



** ''{{Columns}}'' on the SegaGenesis does the same thing.

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** ''{{Columns}}'' on the SegaGenesis does the same thing.


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* In ''{{F-Zero}} GX'' and ''AX'', the music changes when you're on the final lap.

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Even when muted, the game wastes time switching tracks. When modders tried to remove music altogether, the game threw a fit.



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* ''TheElderScrolls III: Morrowind'' switches to an enemy encounter soundtrack whenever an NPC in the region goes hostile. It would be more dramatic if there wasn't a very obvious pause in action the track switch most of the time during.
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* In the level "[[DoctorStrangelove No Fighting in the War Room]]" in ''CallOfDuty 4: ModernWarfare'', a different version of tracks from previous levels are played out as the time runs out. The very last track before the timer reaches zero is, for example, reminiscent of the intro to "Crew Expendable".
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* ''PuyoPuyo''

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* ''PuyoPuyo''''PuyoPuyo'' uses a frantic recurring theme whenever your screen of Puyos is filling too close to the top. The edited ''Kirby's Avalanche'' variant borrows this tune for same gameplay scenario, while ''Dr Robotnik's Mean Bean Machine'' uses another, even more hectic theme (which is in fact a remix of the original ''Puyo Puyo's'' final boss theme). Less advanced gamers were most likely completely screwed at this point in gameplay, so usually hearing this music basically informs "YOU LOST"!



* Robotnik's Mean Bean Machine has this when your screen of beans is nearly full. You're most likely completely screwed at this point, so usually hearing this music is basically like YOU LOST!

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* Robotnik's Mean Bean Machine has this when your screen of beans is nearly full. You're most likely completely screwed at this point, so usually hearing this music is basically like YOU LOST!
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* BanjoKazooie has a maze in a desert level that gradually increases in speed, and goes up a pitch or two every so often to boot.

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* BanjoKazooie has a maze in a desert level with [[http://www.youtube.com/watch?v=hAmF0oW7lVQ music]] that gradually increases in speed, and goes up a pitch or two every so often to boot.

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* An interesting subversion: in ''{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.

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* An interesting subversion: in ''{{Mother 3}}'', when you are trapped by the Ultimate Chimera, the music doesn't change, but Lucas's ''heartbeat'', which you can hear over the music, goes faster and faster as his situation becomes increasingly dire.dire.
* BanjoKazooie has a maze in a desert level that gradually increases in speed, and goes up a pitch or two every so often to boot.
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* Robotnik's Mean Bean Machine has this when your screen of beans is nearly full. You're most likely completely screwed at this point, so usually hearing this music is basically like YOU LOST!
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* The latter two ''SonicAdvance'' games, as well as both ''SonicRush'' and ''SonicRushAdventure'', have extra-tense remixes of the boss fight tunes for when the boss's health gets particularly low.

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New examples at the bottom


* ''KnightsInTheNightmare'' does this when the time is running out, under fifteen seconds of time remaining makes the music plays faster.


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* ''KnightsInTheNightmare'' does this when the time is running out, under fifteen seconds of time remaining makes the music plays faster.
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* ''KnightsInTheNightmare'' does this when the time is running out, under fifteen seconds of time remaining makes the music plays faster.
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All versions of SFII do it.


* In later versions of ''StreetFighter II'', the music becomes more urgent when one of the fighters' health bars is low.

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* In later versions of ''StreetFighter II'', II'' (all five of them), the music becomes more urgent when one of the fighters' health bars is low.
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* When you are on the Gym Leader's final Pokémon in the Black And White games, [[http://www.youtube.com/watch?v=NSJ8FMCy-Q4 this remix]] of the main theme starts playing, practically screaming "You can do it! You're almost there! Victory is within your grasp!"
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See also VariableMix.
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* In the ''AceAttorney'' series, as you wear the witnesses down in cross-examination, the music becomes more urgent and elaborate. This is actually a separate track on the soundtrack, the 'Allegro' version. The BigBad of the fifth game has a cross-examination so long he gets a unique 'Presto' version. [[CrowningMusicOfAwesome And it is epic.]]

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* In the ''AceAttorney'' series, as you wear the witnesses down in cross-examination, the music becomes more urgent and elaborate. This is actually a separate track on the soundtrack, the 'Allegro' version. The BigBad of the fifth game has In ''Investigations'', a cross-examination so long he gets a unique 'Presto' version.version is heard during the final testimony of any of the antagonists. [[CrowningMusicOfAwesome And it is epic.]]
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* In most Pokémon games, hitting low health caused a constant, incessant [[CriticalAnnoyance beeping]]. In Pokémon Black and White, they turned the beeping into a new [[http://www.youtube.com/watch?v=i1YeErMOL2A&feature=channel battle theme]] that plays at low health.
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* ''SonicTheHedgehog'' does it with the drowning music. [[NightmareFuel It does its job well.]]

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* ''SonicTheHedgehog'' does it with the drowning music. [[NightmareFuel It does its job too well.]]
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Adding an example.

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* In Pokemon Trozei, as the screen fills up, dramatic music starts to play.
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** Also, [[Sonic3AndKnuckles Sonic 3 & Knuckles]] does this again in The Doomsday zone, speeding up the music when your rings run low as [[SuperMode Super/Hyper Sonic]].
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* In the ''MetalGearSolid'' series, the [[http://www.youtube.com/watch?v=vnQRWJ7bIhs Encounter theme]] starts playing if you get spotted.

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* In the ''MetalGearSolid'' series, the fitting music plays if you trigger an alert. The first ''MetalGearSolid'' deserves special mention, as it provides [[http://www.youtube.com/watch?v=vnQRWJ7bIhs Encounter theme]] starts playing if you get spotted. one of the more (in)famous examples]] of this trope.
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* Metal Gear Solid 3 introduces the concept of the music serving as an additional indicator of the alert level. Ordinarily, no non-diegetic music is heard outside of cutscenes. However, if the guards are alerted to your presence, or even suspicious, the music will kick in.

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* Metal Gear Solid 3 introduces In the concept of ''MetalGearSolid'' series, the music serving as an additional indicator of the alert level. Ordinarily, no non-diegetic music is heard outside of cutscenes. However, [[http://www.youtube.com/watch?v=vnQRWJ7bIhs Encounter theme]] starts playing if the guards are alerted to your presence, or even suspicious, the music will kick in.you get spotted.
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* ''PuyoPuyo''


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* In ''PanelDePon/Tetris Attack'', the "panic" theme varies depending on what stage you're playing on.
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* In the ''AceAttorney'' series, as you wear the witnesses down in cross-examination, the music becomes more urgent and elaborate. This is actually a separate track on the soundtrack, the 'Allegro' version. The BigBad of the fifth game has a cross-examination so long he gets a unique 'Presto' version. [[CrowningMusicOfAwesome And it is epic.]]
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*Boss music in ''AnUntitledStory'' speeds up once the boss is down to 1 HP.

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