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What games change music considering the current game situation?

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Thread images: 5

What games change music considering the current game situation?
I can think of music with/without Yoshi in SMW or battle music in Skies of Arcadia this far.
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Soul Reaver
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I love that sort of dynamic soundtrack that changes according to what part of the level you are or what you do.

The Goemon games for N64 come to mind, each dungeon has 3 different variations of the themes that change as you advance in the level. The music doesn't get interrupted from track to track, the change happens naturally.

An example
https://www.youtube.com/watch?v=KLjATgpc2qA
The second phase of the track happens at 0:52, and the final phase at 1:55
But that's just on this CD version of the track, in the actual game, the 2nd phase won't trigger until you reach a certain part of the dungeon, and so on.
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>>3846186
https://en.wikipedia.org/wiki/IMUSE
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looking glass games
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Banjo-kazooie.
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>>3846186
janbo kaloozie
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>>3846186
In Castlevania Bloodlines the music will change if you get a full weapon upgrade (I think you need to enter a code for this though) or you get an invincibility potion. I think this is the only Classicvania that did this but I'm not exactly sure.
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Strider
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>>3847093
FM synth made Strider very eerie feeling
https://www.youtube.com/watch?v=5pkLXHBDwIY
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Columns.
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>>3846186
System Shock
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Phantasy Star III
Nights
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>>3846186
Killer Instinct Gold. It plays the stage them music until one player's health gets low, then it plays an intense, sped up version.
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Tetris Attack, Street Fighter II, Karnov's Revenge and Super Mario Kart.
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What about games that are entirely synced to the bgm?

I can only think of Ikaruga.
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http://tvtropes.org/pmwiki/pmwiki.php/Main/VariableMix

here ya go, OP
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>>3846186

Metal Gear Solid
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>>3846186

Chrono Trigger
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>>3846186
Alukaneet
https://www.youtube.com/watch?v=IpJ8ZrQ0DyQ
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>>3847175
>Nights

Does it change music mid-game though, or only after subsequent re-plays of the same level?
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>>3847670
It changes depending on the mood of the Nightopians, so yeah, it's after subsequent replays of the levels.
Whether you make them hatch from their eggs, or you kill them, or you make them fuse with enemies, their overall mood change and that changes the music in the levels.
That whole thing was labeled by Sonic Team as "A-life" or something (A for artificial) and I think the concept was later carried over to Sonic Adventure with the little Chao guys, although in a totally different way.
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>>3847437
That's the same gimmick original Street Fighter 2 had, when health goes low it doesn't just play a sped up version it's actually a different remix.
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>>3847134
>dat version of 'Grandmaster'

I don't think I've heard this one before. The arcade versions I've played either had the L1 music, or a more subdued version of 'Grandmaster'
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>>3846186
Tie Fighter, but only the DOS floppy disk version. The CD one used CD audio, which didn't let it mix the music in real time.
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>>3846192
Came to post this.

The game has 4 variations for each track and they change in real time
>material (when you're exploring material world)
>spectral (when you're exploring spirit realm)
>suspense (when there are enemies around)
>combat (when you auto-face an enemy)
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>>3846186
>>
>>3847175
>Phantasy Star III

While it wasn't amazing in PS III because the battle music itself was pretty repetitive and lackluster, I really love how SEGA rehashed the idea in PSO.
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>>3846186
Fire Emblem
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>>3848557
PSO2 takes that for miles. Each song is actually a massive collection of individual clips rather than just a small amount that phase into each other.

http://bumped.org/psublog/phantasy-star-online-2s-dynamic-music-system-sympathy/

Only thing PSO2 didn't improve on is the overall challenge of the original.
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>>3846186
uh SMB games the music speeds up as you run low on time. this is true on many games with time limits, even fighting games like Final Fight & Street Fighter 2 speed up the music when nearing time limit.

You also have Mario Kart, where the music speeds up at the last lap, punch out when hitting time limit or on final KO etc.
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>>3848481
Apocalypse also changes the tactical music depending on the situation.

https://www.youtube.com/watch?v=Miho2Db2wWM
Thread posts: 32
Thread images: 5


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