Waffles
FNAF World - Scott Cawthon Boss Battle Extended
updated
BPM: 100
Music by Hajime Wakai, music recreated in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1xyViPZeccXADKyl-00_EL3wrb5ecVeWv?usp=sharing
An early version of the Awakening Wood, still present in the files of Pikmin 2 as "id_test.bms". One of the instruments had its audio samples removed from the final release and is completely inaudible (the "acoustic guitar ensemble"), but thanks to this early trailer www.youtube.com/watch?v=HvHZCXMNmFg I was able to identify the original patch on the K2500, then recreate and restore the guitar track. This version of the song (but guitar-less again) was also used for the Pikmin 2 trailer for Nintendo Switch, probably because Nintendo has very few rendered Pikmin 2 songs on hand.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:15
Carrying treasure: 2:32
Enemy near: 3:49
Battling enemy: 5:06
Near burgeoning spiderwort: 6:23
Instruments used:
Acoustic Guitar Ensemble: Kurzweil - K2500 FARM: GUITARS
Strings: Kurzweil - K2500 FARM: STRINGS
French Horns: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bright Trumpet & Trombone: Kurzweil - K2500 FARM: BRASS
Oboe: Roland - Sound Canvas SC-88
Marimba: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Horn & Flute with Strings: Kurzweil - K2500 FARM: ENSEMBLE
Arystal: Kurzweil - K2500R
Magic Guitar: Kurzweil - K2500 FARM: GUITARS
Percussion: Kurzweil - K2500R
Orch Pad: Kurzweil - K2500 FARM: ANAPADS
Celesta: Roland - Sound Canvas SC-88
Instrument ramblings (Feel free to ignore):
I'm going to use this section to explain the differences between this and the final version of the Awakening Wood's theme. First and foremost, there's no sunset version included, in-engine echo, and the 8 beat intro to the song doesn't exist.
Acoustic Guitar Ensemble: A completely new instrument that doesn't exist in the final version of the game. It's a strange choice of color to add to the mix, especially for an instrument that's supposed to be in the "main" version of the theme. Certainly a mood-altering one, with some new harmonic implications that I feel are better fit for an exclusive enemy mix instrument (its quite similar to the magic guitar sound).
Strings: They're are the same as the final version, though the release time on the instrument's envelope is extended, making them not quite as punchy.
French Horns: Same as the final, but some notes are an octave higher than normal. They're also missing in the section with the oboe.
Brass: Same as the final, but are missing for the majority of the oboe part.
Bright Trumpet & Trombone: Same as final, though there's some minor differences during the bridge. During the oboe part, the chords this instrument plays are slightly less dense. It still uses the technique of placing quieter duplicates of notes after one another in order to fake echo, though this is noticeably a lot louder in the section right before the end of the loop.
Oboe: During this instrument's primary section, all the oboe's notes are played legato (in the final version, every other note is staccato), and it doesn't transpose the last two notes of each phrase an octave higher. In the final version, this instrument also still "fakes" some of its echo like I mentioned with the instrument above, but its much louder here too.
Marimba: Completely the same as final.
Timpani: Completely missing during the bridge, possibly intended that this instrument would exchange with the other task mix instrument during that section.
Horn & Flute with Strings: Identical to the final version, but the section with oboe introduces some huge (nearly overpowering) chords.
Arystal: This was replaced with a flute/piccolo in the final version. Though there's also the chance that instrument program IDs shifted during development and this was intended to be a flute even then; the note data is identical between both versions, besides two transposed notes. It seems to go uncomfortably high, way past Arystal's normal playing range at some parts.
Magic Guitar: Same as final.
Percussion: Hilariously barebones compared to the final, but still cool.
Orch Pad: Same as final, except that the instrument's attack and release are waaaay longer in this early version.
BPM: 100
Music by Hajime Wakai, music recreated in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1xyViPZeccXADKyl-00_EL3wrb5ecVeWv?usp=sharing
The theme for the Awakening Wood. Rather than a complement to the scenery like the other areas, this theme greets the player with a brass ensemble that sets the mood for a day of commanding and giving orders to tireless Pikmin.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:21
Carrying treasure: 2:43
Enemy near: 4:04
Battling enemy: 5:26
Near burgeoning spiderwort: 6:48
Sunset: 8:09
Instruments used:
Strings: Kurzweil - K2500 FARM: STRINGS
French Horns: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bright Trumpet & Trombone: Kurzweil - K2500 FARM: BRASS
Oboe: Roland - Sound Canvas SC-88
Marimba: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Horn & Flute with Strings: Kurzweil - K2500 FARM: ENSEMBLE
Flute: Kurzweil - K2500R
Magic Guitar: Kurzweil - K2500 FARM: GUITARS
Percussion: Kurzweil - K2500R, & Roland - Sound Canvas SC-88
Orch Pad: Kurzweil - K2500 FARM: ANAPADS
Celesta: Roland - Sound Canvas SC-88
BPM: 100
Music by Hajime Wakai, music recreated in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1xyViPZeccXADKyl-00_EL3wrb5ecVeWv?usp=sharing
The theme for the Valley of Repose. Despite being the initial tutorial level of Pikmin 2, this song doesn't score the gameplay as much as it does the sleigh bell-happy background scenery. When the player finishes their first cave and finally makes it to the second area, the Awakening Wood's strong brass ensemble does a better job at firing the player up for the full Pikmin gameplay experience, and encouraging them to begin multi-tasking with their newly found variety of Pikmin. The beautiful and harmonically complex Valley of Repose theme is more of an intro to the aesthetics of the planet itself.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:19
Carrying treasure: 2:38
Enemy near: 3:57
Battling enemy: 5:16
Near burgeoning spiderwort: 6:36 (Unused)
Sunset: 7:55
Instruments used:
Harp: Roland - Sound Canvas SC-88
Pizzicato Bass: Roland - Sound Canvas SC-88
Crystal: Roland - Sound Canvas SC-88
Sleigh Bells: Roland - Sound Canvas SC-88
Log Drum: Roland - Sound Canvas SC-88
Mandolins: Roland - Sound Canvas SC-88
Harpsichord: Roland - Sound Canvas SC-88
Percussion: Kurzweil - K2500R, & Roland - Sound Canvas SC-88
Timpani: Roland - Sound Canvas SC-88
Orch Pad: Kurzweil - K2500 FARM: ANAPADS
Celesta: Roland - Sound Canvas SC-88
Instrument ramblings (Feel free to ignore):
All 5 of the main instruments here interestingly have the SC-88's reverb baked into the samples themselves. In most instances, recording a dry sound is better, as Pikmin 2's music engine is capable of applying an amount of artificial echo to instrument tracks, if you really desire the extra ambience. Though it appears that the instrument samples here were all recorded for this song specifically, with the reverb likely being an intentional element of this wintry background piece.
The pizzicato strings here are different than the usual pizzicato heard in most songs; only bass notes are sampled.
Then there's the "Crystal" instrument... The original program on the SC-88 uses the Haas Effect to create the full stereo sound. It sounds quite different from how it does in the actual game; when the L and R channels are forcefully merged into a single mono track, the sound is chorused, and only then does it perfectly resemble the Pikmin 2 sample. For these recreations, the true stereo sound is usually what I'd prefer to use, but in this case, it just sounds wrong in the mix. The chorused mono sound is the true essence, but I decided I could sneakily preserve just a teeny bit of the stereo-ness.
The sleigh bells and mandolin here are a little bit fun, albeit annoying. They both have tremolo samples, where Wakai recorded them playing a rapid succession of notes, and looped the whole second-long recording. Also, the purpose of there being two different mandolins in this song is because both of their tremolos are playing at different speeds.
The harpsichord sounds a bit more of something like an accordion or concertina in its performance here. Its a singular sample recorded on A4, with a softened attack, making it difficult to make out this instruments original stringed origins.
The percussion set includes a bass drum and crash cymbal from the SC-88, and a hi-hat and tom from the K2500. Most of Wakai's songs that use a tom use the one from the K2500's "Studio Kit 1", but this song uses the sliiightly different tom from "Studio Kit 2". As far as I'm aware, Studio Kit 2 doesn't get used anywhere else in the game.
The timpani and celesta are some typical Wakai sounds. I will talk about the neat unused spiderwort mix though. Despite this mix's unfortunate status in the final game, the chords here are very sophisticated! It's mostly due to this song having some very complex harmonies. The chillingly high pitch of the instrument is also quite breathtaking; it's similar to what's heard from the pads in The Distant Tundra's theme in Pikmin 3.
BPM: 155
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1xyViPZeccXADKyl-00_EL3wrb5ecVeWv?usp=sharing
This theme isn't adaptive. However, I still wanted to do a recording with some new samples.
Instruments used:
Choir Strings: Kurzweil - K2500 FARM: ENSEMBLES
Fluid Guitar: Kurzweil - K2500 FARM: GUITARS
Acoustic Piano: Kurzweil - K2500R
Fretless Bass: Pikmin 2
Meditation Pad: Kurzweil - K2500R
Dyno E. Piano: Kurzweil - K2500R
Singing Glass: Zero-G - Ambient Vol. 2
Cymbal Thing: Kurzweil - K2500R
Padifier: Kurzweil - K2500R
Rock Kit: Kurzweil - K2500R
Hi-Hat: Kurzweil - K2500R
This was a request by LuigiTKO. 🙂 The footage is also theirs.
I am open to do requests, so feel free to let me know what sounds you'd like.
This was a request by LuigiTKO. 🙂
I am open to do requests, so feel free to let me know what sounds you'd like.
Sample sources:
Olimar’s toy horn: Sound Ideas - Series 4000 Sound Effects Library
Louie’s clarinet: E-MU - Proteus/2 (Orchestral)
President’s bassoon: Best Service - Peter Siedlaczek’s Advanced Orchestra
BPM: 138.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This dynamic piece of music is used for 2-Player Battle. The added layers are unique in this mode!
The music will activate extra instruments depending on the game state:
Main: 0:00
Olimar carrying cherry: 1:49
Louie carrying cherry: 2:40
Pikmin attacking players: 3:31
Olimar one away: 4:23
Louie one away: 5:14
Instruments used:
Bassoon: Yamaha - PLG150-VL
Triangle: Digidesign - SampleCell II CD-ROM Library #1
Flute: Yamaha - MOTIF-RACK
Ratchet: Sound Ideas - Series 4000 Hollywood Sound Effects Library
Hit: Yamaha - MOTIF-RACK
French Horn: Yamaha - MOTIF-RACK
Pizzicato Strings: Best Service - Peter Siedlaczek's Advanced Orchestra
Clarinet: Roland - SC-8820
Celesta: Yamaha - MOTIF-RACK
Trumpet: Yamaha - MOTIF-RACK
Olimar: Pikmin 2
Louie: Pikmin 2
Tuba: Best Service - Peter Siedlaczek's Advanced Orchestra
Bass Clarinet: Best Service - Peter Siedlaczek's Advanced Orchestra
Percussion used:
Timpani: Best Service - Peter Siedlaczek's Advanced Orchestra
Woodblock: Yamaha - MOTIF-RACK
Snare: Yamaha - MOTIF-RACK
Tom: Pikmin 2
Tambourine: Pikmin 2
Concert Bass Drum: Best Service - Peter Siedlaczek's Advanced Orchestra
Concert Crash Cymbals: Digidesign - SampleCell II CD-ROM Library #1
BPM: 84.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is a song exclusive to the sublevels of the Submerged Castle. Unlike any other cave song in the game, it has no randomized elements, no extra mixes, nor does it follow any of the parameters that would alter tempo or the notes in the song. It is a short loop of an irregular rhythm on an unidentifiable percussion instrument, and dissonant harmonies between 4 different human voices. These numerous irregularities can be very unnerving for a listener, especially after listening to a soundtrack that is known for its high degrees of musical adaptivity. Immediately, players will feel something is very wrong within the Submerged Castle...
Instrument ramblings (Feel free to ignore):
Honestly, very little to ramble about here..! The two only types of instruments here are also both of the highlights. Currently, it is unknown where these samples came from. Totaka has a knack for sampling his own voice in his music, but this is something that will be impossible to confirm, especially because of how short the waveforms are. (They're only 2-4 wavelengths long! These are some of the tiniest samples in the game.)
I love the attention to detail on them - they all have very dynamic vibrato tracks on them, changing in intensity on certain pitches. This is the wobbling effect you see on each voice in the oscilloscope; note how the effect intensifies throughout each phrase of the song!
The percussion instrument sounds something like a brake drum, though I've witnessed others occasionally hear it as a piano.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is a special cave song exclusive to Challenge Mode. No matter what sublevel the player is on, collecting The Key will override the current song with this one. In Challenge Mode, a clock is ticking down, so this song provides some tension for the player to continue on to the next sublevel or the end of the cave.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:27
Carrying treasure: 2:27
Enemy near: 3:28
Battling enemy: 4:29
Near burgeoning spiderwort: 5:31 (Unused)
Battling enemy: 6:33 (Unused/Fixed)
Instruments used:
Talking: Roland - Sound Canvas SC-88
Pizzica: Kurzweil - K2500 FARM: ORGANS
Flute: Roland - Sound Canvas SC-88
Piano: Kurzweil - K2500R
Conga: Roland - Sound Canvas SC-88
Tuba: Roland - Sound Canvas SC-88
Oboe: Kurzweil - K2500R
Cutting: Roland - Sound Canvas SC-88
JazzKit: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
Shaker: Roland - Sound Canvas SC-88
OrchPad: Roland - Sound Canvas SC-88
[unused spiderwort]: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The first thing you may notice right away is the unfitting track names. It's unclear why this is, but it's possible instruments shifted around while this song was being completed, and the text strings were left unaltered.
The track named "Talking" is a pretty accurate recreation of a talking drum. It's actually a log drum from the Roland SC-88, but played low and continuously on the same pitch. The pitch is sometimes bent up in the release, which mimics the talking drum's sound well.
"Pizzicato" is the organ, and it randomly plays 4 different chords, which are all extremely short.
"Flute" is hilariously the brazen opposite of the gentle wind instrument. This is the trumpet ensemble, the Brass 1 patch on the SC-88.
Piano is accurate enough. It hammers a steady A♭ for the entire duration of the song. Superimposed over the organ's chords and random gestures of trumpet, this important instrument makes the song sound like a suspended D♭ progression, giving this piece its sense of constant tension against the clock.
"Conga" is a mix of both congas and bongos from the SC-88. This uses the same gesture set as the task mix in Metal 1 and the lower log drum in Toy. It's super strange how its reutilized so many times on different instruments, and yet it somehow turns out great each time.
The "Tuba" track is a bassoon. This I could see having been a tuba in a earlier version of the song, both being bass instruments.
"Oboe", even stranger, is a string ensemble. It's very quiet, but it gets layered over the organ's chords once it's brought in.
"Cutting" is the oddball name here, as its not named after any kind of instrument. The instrument that's actually playing in this track is a French horn, but I've no idea what this could do with the name. Maybe because it... "cuts" through the song? To alert players to the presence of enemies? I don't know. It's a bit of a stretch. There aren't any K2500 or SC-88 patches with the word "cutting" in them either.
The JazzKit track is a bass drum from the jazz drum set, which has a softer kick sample compared to the garage drum set, and multiple brushed snares. Due to an oversight, the bass drum can only be heard if the current sublevel's song was either Soil 2 or Soil 3. The bass drum sample is not automatically loaded into memory upon collecting The Key, so it must have been previously loaded from either of those two songs in order to be heard.
"BassDru" is a tom-tom from the K2500, and the Shaker is an egg shaker from the SC-88. Both of these instruments don't have any randomization going on, so they are just a constant loop.
The "OrchPad" is technically the last instrument in the .cnd file, and its set up to play during the spiderwort mix. The thing is, this is actually a crash cymbal sound. It's was intended to be part of the combat mix, but it was erroneously plopped in a different one instead. This is why I included a "Fixed battling enemy" variation in this video, to show what it would sound like if this mistake didn't occur, with every instrument playing together like they should.
The REAL spiderwort mix for this song isn't even in the .cnd. Gesture set 27 in the cavekeyget.bms has the gestures for this song's spiderwort mix (just some chords as usual), so I also included it in the video as the white waveform on the bottom, so you can hear this unused instrument too.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 3. The melody is slightly altered in each of these, though cavesoil_10_4 also has the ping-synthesizer play its gestures much more frequently. This is the only variant with that particular difference.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:29
Carrying treasure: 2:32
Enemy near: 3:59
Battling enemy: 4:59
Near burgeoning spiderwort: 6:30 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
PressWa: Kurzweil - K2500 FARM: GUITARS
Pizzica: Roland - Sound Canvas SC-88
Jazzkit: Pikmin 2
Inhuman: Kurzweil - K2500R
A_Piano: Kurzweil - K2500R
malleto: Kurzweil - K2500R
LogDrum: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
GarageS: Kurzweil - K2500R
BossTom: Kurzweil - K2500R
Jazzkit: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This song's main instrument is called "Press Wah Wah". Its a distortion guitar with a wah-wah filter that is velocity (touch) sensitive, which is where the name comes from. The sound was sampled at around velocity 78 for Pikmin 2.
The pizzicato, very uninterestingly, from the Roland SC-88 (The base K2500 actually doesn't have any pizzicato strings!)
The next two instruments cause a bit of confusion, because their names are both swapped with each other! So the pinging noise is actually named "Inhuman", and the brushed snare is supposed to be part of “Jazzkit".
The ping synth is straight out of Pikmin 1, though I’ve no good idea where it’s from yet.
What’s odd about the brushed snare is the fact it isn’t set to start playing until the 3rd bar of the song. It’s a continuous looping sound and it’s very difficult to trigger the working mix so early, so it’s likely this information was swapped with “Inhuman” too, not just the track names.
Next up is a fun piano, and “malletoo” from the K2500. The log drum and malletoo both share the same gesture set.
Oh, and there’s Arystal as a treasure mix instrument again.
The enemy mix is also using a common sound for enemy mixes, that being the magic guitar. It cycles between three random descending gestures. If you’re lucky and hear all 3 in a row, you’ll hear a neat 9-note downward run.
GarageS is the K2500’s Garage Set, “Boss Tom” uses the same tom set program as the boss battle theme, and the 2nd Jazzkit adds in a cymbal. All together, the combat mix totally goes ham..!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for soil-themed sublevels. This version, cavesoil_10_3.cnd, is the most commonly used one, though on Bulblax Kingdom sublevel 3, cavesoil_10_0 is used instead. Compared to the original version, this one's melody is major and quite odd, though it does better lend itself to the piano's chords.
All 3 of the soil cave themes (and even all 3 metal cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Most of these extra variants are unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:29
Carrying treasure: 2:32
Enemy near: 3:59
Battling enemy: 4:59
Near burgeoning spiderwort: 6:30 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
PressWa: Kurzweil - K2500 FARM: GUITARS
Pizzica: Roland - Sound Canvas SC-88
Jazzkit: Pikmin 2
Inhuman: Kurzweil - K2500R
A_Piano: Kurzweil - K2500R
malleto: Kurzweil - K2500R
LogDrum: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
GarageS: Kurzweil - K2500R
BossTom: Kurzweil - K2500R
Jazzkit: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This song's main instrument is called "Press Wah Wah". Its a distortion guitar with a wah-wah filter that is velocity (touch) sensitive, which is where the name comes from. The sound was sampled at around velocity 78 for Pikmin 2.
The pizzicato, very uninterestingly, from the Roland SC-88 (The base K2500 actually doesn't have any pizzicato strings!)
The next two instruments cause a bit of confusion, because their names are both swapped with each other! So the pinging noise is actually named "Inhuman", and the brushed snare is supposed to be part of “Jazzkit".
The ping synth is straight out of Pikmin 1, though I’ve no good idea where it’s from yet.
What’s odd about the brushed snare is the fact it isn’t set to start playing until the 3rd bar of the song. It’s a continuous looping sound and it’s very difficult to trigger the working mix so early, so it’s likely this information was swapped with “Inhuman” too, not just the track names.
Next up is a fun piano, and “malletoo” from the K2500. The log drum and malletoo both share the same gesture set.
Oh, and there’s Arystal as a treasure mix instrument again.
The enemy mix is also using a common sound for enemy mixes, that being the magic guitar. It cycles between three random descending gestures. If you’re lucky and hear all 3 in a row, you’ll hear a neat 9-note downward run.
GarageS is the K2500’s Garage Set, “Boss Tom” uses the same tom set program as the boss battle theme, and the 2nd Jazzkit adds in a cymbal. All together, the combat mix totally goes ham..!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 3. The melody is slightly altered in this one.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:29
Carrying treasure: 2:32
Enemy near: 3:59
Battling enemy: 4:59
Near burgeoning spiderwort: 6:30 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
PressWa: Kurzweil - K2500 FARM: GUITARS
Pizzica: Roland - Sound Canvas SC-88
Jazzkit: Pikmin 2
Inhuman: Kurzweil - K2500R
A_Piano: Kurzweil - K2500R
malleto: Kurzweil - K2500R
LogDrum: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
GarageS: Kurzweil - K2500R
BossTom: Kurzweil - K2500R
Jazzkit: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This song's main instrument is called "Press Wah Wah". Its a distortion guitar with a wah-wah filter that is velocity (touch) sensitive, which is where the name comes from. The sound was sampled at around velocity 78 for Pikmin 2.
The pizzicato, very uninterestingly, from the Roland SC-88 (The base K2500 actually doesn't have any pizzicato strings!)
The next two instruments cause a bit of confusion, because their names are both swapped with each other! So the pinging noise is actually named "Inhuman", and the brushed snare is supposed to be part of “Jazzkit".
The ping synth is straight out of Pikmin 1, though I’ve no good idea where it’s from yet.
What’s odd about the brushed snare is the fact it isn’t set to start playing until the 3rd bar of the song. It’s a continuous looping sound and it’s very difficult to trigger the working mix so early, so it’s likely this information was swapped with “Inhuman” too, not just the track names.
Next up is a fun piano, and “malletoo” from the K2500. The log drum and malletoo both share the same gesture set.
Oh, and there’s Arystal as a treasure mix instrument again.
The enemy mix is also using a common sound for enemy mixes, that being the magic guitar. It cycles between three random descending gestures. If you’re lucky and hear all 3 in a row, you’ll hear a neat 9-note downward run.
GarageS is the K2500’s Garage Set, “Boss Tom” uses the same tom set program as the boss battle theme, and the 2nd Jazzkit adds in a cymbal. All together, the combat mix totally goes ham..!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 3. The melody is slightly altered in each of these, though cavesoil_10_1 in particular has one extremely minor extra difference: the cymbal in the combat mix is a little quieter.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:29
Carrying treasure: 2:32
Enemy near: 3:59
Battling enemy: 4:59
Near burgeoning spiderwort: 6:30 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
PressWa: Kurzweil - K2500 FARM: GUITARS
Pizzica: Roland - Sound Canvas SC-88
Jazzkit: Pikmin 2
Inhuman: Kurzweil - K2500R
A_Piano: Kurzweil - K2500R
malleto: Kurzweil - K2500R
LogDrum: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
GarageS: Kurzweil - K2500R
BossTom: Kurzweil - K2500R
Jazzkit: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This song's main instrument is called "Press Wah Wah". Its a distortion guitar with a wah-wah filter that is velocity (touch) sensitive, which is where the name comes from. The sound was sampled at around velocity 78 for Pikmin 2.
The pizzicato, very uninterestingly, from the Roland SC-88 (The base K2500 actually doesn't have any pizzicato strings!)
The next two instruments cause a bit of confusion, because their names are both swapped with each other! So the pinging noise is actually named "Inhuman", and the brushed snare is supposed to be part of “Jazzkit".
The ping synth is straight out of Pikmin 1, though I’ve no good idea where it’s from yet.
What’s odd about the brushed snare is the fact it isn’t set to start playing until the 3rd bar of the song. It’s a continuous looping sound and it’s very difficult to trigger the working mix so early, so it’s likely this information was swapped with “Inhuman” too, not just the track names.
Next up is a fun piano, and “malletoo” from the K2500. The log drum and malletoo both share the same gesture set.
Oh, and there’s Arystal as a treasure mix instrument again.
The enemy mix is also using a common sound for enemy mixes, that being the magic guitar. It cycles between three random descending gestures. If you’re lucky and hear all 3 in a row, you’ll hear a neat 9-note downward run.
GarageS is the K2500’s Garage Set, “Boss Tom” uses the same tom set program as the boss battle theme, and the 2nd Jazzkit adds in a cymbal. All together, the combat mix totally goes ham..!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for soil-themed sublevels. It features a distorted electric guitar as its main instrument that mainly sticks to a blues scale; it kicks butt once the combat mix is added. However this variant only occurs on one sublevel (Bulblax Kingdom sublevel 3), whereas cavesoil_10_3 is used everywhere else, which has a more unusual melody (though it certainly does a better job at fitting the piano in).
All 3 of the soil cave themes (and even all 3 metal cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Most of these extra variants are unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:29
Carrying treasure: 2:32
Enemy near: 3:59
Battling enemy: 4:59
Near burgeoning spiderwort: 6:30 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
PressWa: Kurzweil - K2500 FARM: GUITARS
Pizzica: Roland - Sound Canvas SC-88
Jazzkit: Pikmin 2
Inhuman: Kurzweil - K2500R
A_Piano: Kurzweil - K2500R
malleto: Kurzweil - K2500R
LogDrum: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
GarageS: Kurzweil - K2500R
BossTom: Kurzweil - K2500R
Jazzkit: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This song's main instrument is called "Press Wah Wah". Its a distortion guitar with a wah-wah filter that is velocity (touch) sensitive, which is where the name comes from. The sound was sampled at around velocity 78 for Pikmin 2.
The pizzicato, very uninterestingly, from the Roland SC-88 (The base K2500 actually doesn't have any pizzicato strings!)
The next two instruments cause a bit of confusion, because their names are both swapped with each other! So the pinging noise is actually named "Inhuman", and the brushed snare is supposed to be part of “Jazzkit".
The ping synth is straight out of Pikmin 1, though I’ve no good idea where it’s from yet.
What’s odd about the brushed snare is the fact it isn’t set to start playing until the 3rd bar of the song. It’s a continuous looping sound and it’s very difficult to trigger the working mix so early, so it’s likely this information was swapped with “Inhuman” too, not just the track names.
Next up is a fun piano, and “malletoo” from the K2500. The log drum and malletoo both share the same gesture set.
Oh, and there’s Arystal as a treasure mix instrument again.
The enemy mix is also using a common sound for enemy mixes, that being the magic guitar. It cycles between three random descending gestures. If you’re lucky and hear all 3 in a row, you’ll hear a neat 9-note downward run.
GarageS is the K2500’s Garage Set, “Boss Tom” uses the same tom set program as the boss battle theme, and the 2nd Jazzkit adds in a cymbal. All together, the combat mix totally goes ham..!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 2. As usual, the melody is slightly altered in each, but theres some extra notable weirdness in all 4 of the extra variants. Firstly, the Jethro Flute in the treasure mix just uses the note information from the tuba instead of using its own unique gesture set, so it will also glide its notes. There's also no echo on the pizzicato and brass tracks.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:33
Carrying treasure: 2:31
Enemy near: 4:04
Battling enemy: 4:55
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bs_melo: Roland - Sound Canvas SC-88
Pizzica: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bassdru: Kurzweil - K2500R
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Organ: Kurzweil - K2500 FARM: ORGANS
Wire: Kurzweil - K2500R
Jetfl: Kurzweil - K2500 FARM: BRASS
Harpsic: Roland - Sound Canvas SC-88
Tom: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Snare: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main instrument of this song is the low melodic tuba. It's pitchbent around in this song, making it sound that extra bit unnatural on top of having a slight digital vibrato. It always plays at the exact same timings, differing it from Soil 1 and Soil 3's approach.
The pizzicato plays randomly plays some short gestures (there are just 3) at a high frequency to fill in some of the ambience.
The brass is also consistent with its timings, like the tuba. As a background instrument though, it plays much less frequently.
The bass drum that beats every 2 bars is from the K2500's jazz kit.
The last instrument in the main mix is, returning from Soil 1: Obyrez! It plays infrequently like the brass, and only has two gestures, but this synth's inclusion adds in the necessary cave music weirdness that makes these tracks stand out.
In the task mix is an organ and a new snare drum from the jazz kit. The snare is interestingly called "Wire" here, and it's not too clear why. My guess is a slight stretch, but I think it could refer to the fact it's a brushed snare sample.
In the treasure mix is "Jetfl", known fully as "Jethro Flute" on the K2500. It's a small reference to Jethro Tull, a band that frequently features flute. It's essentially the default flute sample, but it has a loud chiff added to the attack. This instrument is also used in the Wistful Wild later on, but it distinctly has a lot of vibrato for its use in this theme in particular.
The enemy mix adds in this simple looping harpsichord sample. The harpsichord is from the SC-88 and its sampled from a high A4 note, which results in a bit of a unique sound when sampled and digitally lowered in pitch with its timbre still intact from that higher register.
The combat mix adds in the same tom set from Soil 1, and a pitched-up snare sample that will play right on top of the brushed on in the task mix. Joining these is a timpani, the only non-drumset instrument to be used in any of the Soil cave song combat mixes.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 2. As usual, the melody is slightly altered in each, but theres some extra notable weirdness in all 4 of the extra variants. Firstly, the Jethro Flute in the treasure mix just uses the note information from the tuba instead of using its own unique gesture set, so it will also glide its notes. There's also no echo on the pizzicato and brass tracks.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:33
Carrying treasure: 2:31
Enemy near: 4:04
Battling enemy: 4:55
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bs_melo: Roland - Sound Canvas SC-88
Pizzica: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bassdru: Kurzweil - K2500R
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Organ: Kurzweil - K2500 FARM: ORGANS
Wire: Kurzweil - K2500R
Jetfl: Kurzweil - K2500 FARM: BRASS
Harpsic: Roland - Sound Canvas SC-88
Tom: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Snare: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main instrument of this song is the low melodic tuba. It's pitchbent around in this song, making it sound that extra bit unnatural on top of having a slight digital vibrato. It always plays at the exact same timings, differing it from Soil 1 and Soil 3's approach.
The pizzicato plays randomly plays some short gestures (there are just 3) at a high frequency to fill in some of the ambience.
The brass is also consistent with its timings, like the tuba. As a background instrument though, it plays much less frequently.
The bass drum that beats every 2 bars is from the K2500's jazz kit.
The last instrument in the main mix is, returning from Soil 1: Obyrez! It plays infrequently like the brass, and only has two gestures, but this synth's inclusion adds in the necessary cave music weirdness that makes these tracks stand out.
In the task mix is an organ and a new snare drum from the jazz kit. The snare is interestingly called "Wire" here, and it's not too clear why. My guess is a slight stretch, but I think it could refer to the fact it's a brushed snare sample.
In the treasure mix is "Jetfl", known fully as "Jethro Flute" on the K2500. It's a small reference to Jethro Tull, a band that frequently features flute. It's essentially the default flute sample, but it has a loud chiff added to the attack. This instrument is also used in the Wistful Wild later on, but it distinctly has a lot of vibrato for its use in this theme in particular.
The enemy mix adds in this simple looping harpsichord sample. The harpsichord is from the SC-88 and its sampled from a high A4 note, which results in a bit of a unique sound when sampled and digitally lowered in pitch with its timbre still intact from that higher register.
The combat mix adds in the same tom set from Soil 1, and a pitched-up snare sample that will play right on top of the brushed on in the task mix. Joining these is a timpani, the only non-drumset instrument to be used in any of the Soil cave song combat mixes.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 2. As usual, the melody is slightly altered in each, but theres some extra notable weirdness in all 4 of the extra variants. Firstly, the Jethro Flute in the treasure mix just uses the note information from the tuba instead of using its own unique gesture set, so it will also glide its notes. There's also no echo on the pizzicato and brass tracks.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:33
Carrying treasure: 2:31
Enemy near: 4:04
Battling enemy: 4:55
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bs_melo: Roland - Sound Canvas SC-88
Pizzica: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bassdru: Kurzweil - K2500R
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Organ: Kurzweil - K2500 FARM: ORGANS
Wire: Kurzweil - K2500R
Jetfl: Kurzweil - K2500 FARM: BRASS
Harpsic: Roland - Sound Canvas SC-88
Tom: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Snare: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main instrument of this song is the low melodic tuba. It's pitchbent around in this song, making it sound that extra bit unnatural on top of having a slight digital vibrato. It always plays at the exact same timings, differing it from Soil 1 and Soil 3's approach.
The pizzicato plays randomly plays some short gestures (there are just 3) at a high frequency to fill in some of the ambience.
The brass is also consistent with its timings, like the tuba. As a background instrument though, it plays much less frequently.
The bass drum that beats every 2 bars is from the K2500's jazz kit.
The last instrument in the main mix is, returning from Soil 1: Obyrez! It plays infrequently like the brass, and only has two gestures, but this synth's inclusion adds in the necessary cave music weirdness that makes these tracks stand out.
In the task mix is an organ and a new snare drum from the jazz kit. The snare is interestingly called "Wire" here, and it's not too clear why. My guess is a slight stretch, but I think it could refer to the fact it's a brushed snare sample.
In the treasure mix is "Jetfl", known fully as "Jethro Flute" on the K2500. It's a small reference to Jethro Tull, a band that frequently features flute. It's essentially the default flute sample, but it has a loud chiff added to the attack. This instrument is also used in the Wistful Wild later on, but it distinctly has a lot of vibrato for its use in this theme in particular.
The enemy mix adds in this simple looping harpsichord sample. The harpsichord is from the SC-88 and its sampled from a high A4 note, which results in a bit of a unique sound when sampled and digitally lowered in pitch with its timbre still intact from that higher register.
The combat mix adds in the same tom set from Soil 1, and a pitched-up snare sample that will play right on top of the brushed on in the task mix. Joining these is a timpani, the only non-drumset instrument to be used in any of the Soil cave song combat mixes.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 2. As usual, the melody is slightly altered in each, but theres some extra notable weirdness in all 4 of the extra variants. Firstly, the Jethro Flute in the treasure mix just uses the note information from the tuba instead of using its own unique gesture set, so it will also glide its notes. There's also no echo on the pizzicato and brass tracks.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:33
Carrying treasure: 2:31
Enemy near: 4:04
Battling enemy: 4:55
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bs_melo: Roland - Sound Canvas SC-88
Pizzica: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bassdru: Kurzweil - K2500R
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Organ: Kurzweil - K2500 FARM: ORGANS
Wire: Kurzweil - K2500R
Jetfl: Kurzweil - K2500 FARM: BRASS
Harpsic: Roland - Sound Canvas SC-88
Tom: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Snare: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main instrument of this song is the low melodic tuba. It's pitchbent around in this song, making it sound that extra bit unnatural on top of having a slight digital vibrato. It always plays at the exact same timings, differing it from Soil 1 and Soil 3's approach.
The pizzicato plays randomly plays some short gestures (there are just 3) at a high frequency to fill in some of the ambience.
The brass is also consistent with its timings, like the tuba. As a background instrument though, it plays much less frequently.
The bass drum that beats every 2 bars is from the K2500's jazz kit.
The last instrument in the main mix is, returning from Soil 1: Obyrez! It plays infrequently like the brass, and only has two gestures, but this synth's inclusion adds in the necessary cave music weirdness that makes these tracks stand out.
In the task mix is an organ and a new snare drum from the jazz kit. The snare is interestingly called "Wire" here, and it's not too clear why. My guess is a slight stretch, but I think it could refer to the fact it's a brushed snare sample.
In the treasure mix is "Jetfl", known fully as "Jethro Flute" on the K2500. It's a small reference to Jethro Tull, a band that frequently features flute. It's essentially the default flute sample, but it has a loud chiff added to the attack. This instrument is also used in the Wistful Wild later on, but it distinctly has a lot of vibrato for its use in this theme in particular.
The enemy mix adds in this simple looping harpsichord sample. The harpsichord is from the SC-88 and its sampled from a high A4 note, which results in a bit of a unique sound when sampled and digitally lowered in pitch with its timbre still intact from that higher register.
The combat mix adds in the same tom set from Soil 1, and a pitched-up snare sample that will play right on top of the brushed on in the task mix. Joining these is a timpani, the only non-drumset instrument to be used in any of the Soil cave song combat mixes.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for soil-themed sublevels. This one is decked out with several brass instruments, and sports a rather large ensemble for a cave theme. It's unfortunately only heard on a single sublevel in the story mode, very early in the game. This may be because of how lax it is, as the cave floors get relatively more intense further in, soil caves likely demanded one of the two other soil cave songs. This one makes a larger number of appearances in Challenge Mode caves instead.
All 3 of the soil cave themes (and even all 3 metal cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Most of these extra variants are unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:33
Carrying treasure: 2:31
Enemy near: 4:04
Battling enemy: 4:55
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bs_melo: Roland - Sound Canvas SC-88
Pizzica: Roland - Sound Canvas SC-88
Brass: Roland - Sound Canvas SC-88
Bassdru: Kurzweil - K2500R
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Organ: Kurzweil - K2500 FARM: ORGANS
Wire: Kurzweil - K2500R
Jetfl: Kurzweil - K2500 FARM: BRASS
Harpsic: Roland - Sound Canvas SC-88
Tom: Kurzweil - K2500R
Timpani: Roland - Sound Canvas SC-88
Snare: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main instrument of this song is the low melodic tuba. It's pitchbent around in this song, making it sound that extra bit unnatural on top of having a slight digital vibrato. It always plays at the exact same timings, differing it from Soil 1 and Soil 3's approach.
The pizzicato plays randomly plays some short gestures (there are just 3) at a high frequency to fill in some of the ambience.
The brass is also consistent with its timings, like the tuba. As a backing instrument though, it does not play as frequently.
The bass drum that beats every 2 bars is from the K2500's jazz kit.
The last instrument in the main mix is, returning from Soil 1: Obyrez! It plays infrequently like the brass, and only has two gestures, but this synth's inclusion adds in the necessary cave music weirdness that makes these tracks stand out.
In the task mix is an organ and a new snare drum from the jazz kit. The snare is interestingly called "Wire" here, and it's not too clear why. My guess is a slight stretch, but I think it could refer to the fact it's a brushed snare sample.
In the treasure mix is "Jetfl", known fully as "Jethro Flute" on the K2500. It's a small reference to Jethro Tull, a band that frequently features flute. It's essentially the default flute sample, but it has a loud chiff added to the attack. This instrument is also used in the Wistful Wild later on, but it distinctly has a lot of vibrato for its use in this theme in particular.
The enemy mix adds in this simple looping harpsichord sample. The harpsichord is from the SC-88 and its sampled from a high A4 note, which results in a bit of a unique sound when sampled and digitally lowered in pitch with its timbre still intact from that higher register.
The combat mix adds in the same tom set from Soil 1, and a pitched-up snare sample that will play right on top of the brushed on in the task mix. Joining these is a timpani, the only non-drumset instrument to be used in any of the Soil cave song combat mixes.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This alternate variant of Metal 3 is not unused... a single instance of it appears in Snagret Hole sublevel 5. Everywhere else, cavemetal_10_0.cnd is used instead.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:32
Carrying treasure: 2:31
Enemy near: 3:55
Battling enemy: 4:59
Near burgeoning spiderwort: 6:31 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Hit_Met: Kurzweil - K2500R
Celesta: Roland - Sound Canvas SC-88
Dulcima: Roland - Sound Canvas SC-88
Conga: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Mandoli: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
AChime: Pikmin 2
fightin: Kurzweil - K2500R
BassDru: Roland - Sound Canvas SC-88
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The defining instrument of this piece is this first one, the waterphone (Hit_Met)! The waterphone is a bowed instrument, and this sample originates from the K2500. This long sample is played in various interesting pitches and chords, filling up most of the silence that would have been there otherwise.
The celesta is a common Roland SC-88 instrument used in both Pikmin and Pikmin 2. Usually played in a high register, it's extremely low in this song, making this instance of it very notable.
Then, there is the main melodic instrument, the "Dulcima"!.. Or in proper English, "dulcimer". Though the actual sample is of the SC-88's "santur" sound. The santur and dulcimer are very similar, belonging to the same family of instruments, so that may be why this track was named so. However, later Roland Sound Canvas models would eventually add a dulcimer patch.
Then, conga is a singular conga sample from the SC-88. It's played across various pitches here.
Once you begin a task, "Dubb Bass" will be added, with the same habit of utilizing random accidentals and silences like the previous instruments. This same instrument is also in Soil 1, though this time, there's multiple gestures it's picking from.
A mandolin sound is also added from the SC-88. It's a single note sample on the synth, but the patch was uniquely recorded playing a tremolo. This is only ever seen with one other instrument, which is the sleigh bells in the Valley of Repose.
For the treasure mix, Arystal reappears again, making itself known as the most common treasure mix instrument.
"AChime" for the enemy mix... You can hear it in Metal 2 as well, but its played extremely low here. I love its alien sound at this lower range.
"fightin" is a bunch of industrial samples with very short release times, similar to what's heard in Tile and Metal 1. A large concert bass drum joins in, as well as a hi-hat from Metal 2.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 3. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:32
Carrying treasure: 2:31
Enemy near: 3:55
Battling enemy: 4:59
Near burgeoning spiderwort: 6:31 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Hit_Met: Kurzweil - K2500R
Celesta: Roland - Sound Canvas SC-88
Dulcima: Roland - Sound Canvas SC-88
Conga: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Mandoli: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
AChime: Pikmin 2
fightin: Kurzweil - K2500R
BassDru: Roland - Sound Canvas SC-88
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The defining instrument of this piece is this first one, the waterphone (Hit_Met)! The waterphone is a bowed instrument, and this sample originates from the K2500. This long sample is played in various interesting pitches and chords, filling up most of the silence that would have been there otherwise.
The celesta is a common Roland SC-88 instrument used in both Pikmin and Pikmin 2. Usually played in a high register, it's extremely low in this song, making this instance of it very notable.
Then, there is the main melodic instrument, the "Dulcima"!.. Or in proper English, "dulcimer". Though the actual sample is of the SC-88's "santur" sound. The santur and dulcimer are very similar, belonging to the same family of instruments, so that may be why this track was named so. However, later Roland Sound Canvas models would eventually add a dulcimer patch.
Then, conga is a singular conga sample from the SC-88. It's played across various pitches here.
Once you begin a task, "Dubb Bass" will be added, with the same habit of utilizing random accidentals and silences like the previous instruments. This same instrument is also in Soil 1, though this time, there's multiple gestures it's picking from.
A mandolin sound is also added from the SC-88. It's a single note sample on the synth, but the patch was uniquely recorded playing a tremolo. This is only ever seen with one other instrument, which is the sleigh bells in the Valley of Repose.
For the treasure mix, Arystal reappears again, making itself known as the most common treasure mix instrument.
"AChime" for the enemy mix... You can hear it in Metal 2 as well, but its played extremely low here. I love its alien sound at this lower range.
"fightin" is a bunch of industrial samples with very short release times, similar to what's heard in Tile and Metal 1. A large concert bass drum joins in, as well as a hi-hat from Metal 2.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 3. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:32
Carrying treasure: 2:31
Enemy near: 3:55
Battling enemy: 4:59
Near burgeoning spiderwort: 6:31 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Hit_Met: Kurzweil - K2500R
Celesta: Roland - Sound Canvas SC-88
Dulcima: Roland - Sound Canvas SC-88
Conga: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Mandoli: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
AChime: Pikmin 2
fightin: Kurzweil - K2500R
BassDru: Roland - Sound Canvas SC-88
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The defining instrument of this piece is this first one, the waterphone (Hit_Met)! The waterphone is a bowed instrument, and this sample originates from the K2500. This long sample is played in various interesting pitches and chords, filling up most of the silence that would have been there otherwise.
The celesta is a common Roland SC-88 instrument used in both Pikmin and Pikmin 2. Usually played in a high register, it's extremely low in this song, making this instance of it very notable.
Then, there is the main melodic instrument, the "Dulcima"!.. Or in proper English, "dulcimer". Though the actual sample is of the SC-88's "santur" sound. The santur and dulcimer are very similar, belonging to the same family of instruments, so that may be why this track was named so. However, later Roland Sound Canvas models would eventually add a dulcimer patch.
Then, conga is a singular conga sample from the SC-88. It's played across various pitches here.
Once you begin a task, "Dubb Bass" will be added, with the same habit of utilizing random accidentals and silences like the previous instruments. This same instrument is also in Soil 1, though this time, there's multiple gestures it's picking from.
A mandolin sound is also added from the SC-88. It's a single note sample on the synth, but the patch was uniquely recorded playing a tremolo. This is only ever seen with one other instrument, which is the sleigh bells in the Valley of Repose.
For the treasure mix, Arystal reappears again, making itself known as the most common treasure mix instrument.
"AChime" for the enemy mix... You can hear it in Metal 2 as well, but its played extremely low here. I love its alien sound at this lower range.
"fightin" is a bunch of industrial samples with very short release times, similar to what's heard in Tile and Metal 1. A large concert bass drum joins in, as well as a hi-hat from Metal 2.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 3. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:32
Carrying treasure: 2:31
Enemy near: 3:55
Battling enemy: 4:59
Near burgeoning spiderwort: 6:31 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Hit_Met: Kurzweil - K2500R
Celesta: Roland - Sound Canvas SC-88
Dulcima: Roland - Sound Canvas SC-88
Conga: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Mandoli: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
AChime: Pikmin 2
fightin: Kurzweil - K2500R
BassDru: Roland - Sound Canvas SC-88
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The defining instrument of this piece is this first one, the waterphone (Hit_Met)! The waterphone is a bowed instrument, and this sample originates from the K2500. This long sample is played in various interesting pitches and chords, filling up most of the silence that would have been there otherwise.
The celesta is a common Roland SC-88 instrument used in both Pikmin and Pikmin 2. Usually played in a high register, it's extremely low in this song, making this instance of it very notable.
Then, there is the main melodic instrument, the "Dulcima"!.. Or in proper English, "dulcimer". Though the actual sample is of the SC-88's "santur" sound. The santur and dulcimer are very similar, belonging to the same family of instruments, so that may be why this track was named so. However, later Roland Sound Canvas models would eventually add a dulcimer patch.
Then, conga is a singular conga sample from the SC-88. It's played across various pitches here.
Once you begin a task, "Dubb Bass" will be added, with the same habit of utilizing random accidentals and silences like the previous instruments. This same instrument is also in Soil 1, though this time, there's multiple gestures it's picking from.
A mandolin sound is also added from the SC-88. It's a single note sample on the synth, but the patch was uniquely recorded playing a tremolo. This is only ever seen with one other instrument, which is the sleigh bells in the Valley of Repose.
For the treasure mix, Arystal reappears again, making itself known as the most common treasure mix instrument.
"AChime" for the enemy mix... You can hear it in Metal 2 as well, but its played extremely low here. I love its alien sound at this lower range.
"fightin" is a bunch of industrial samples with very short release times, similar to what's heard in Tile and Metal 1. A large concert bass drum joins in, as well as a hi-hat from Metal 2.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for metal-themed sublevels. This one takes a similar approach to Metal 1, being another overcomplicated composition. There is a lot more room for a pronounced melody in this one, as most of the main instruments have longer periods of downtime between gestures.
All 3 of the metal cave themes (and even all 3 soil cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Most of these extra variants are unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:32
Carrying treasure: 2:31
Enemy near: 3:55
Battling enemy: 4:59
Near burgeoning spiderwort: 6:31 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Hit_Met: Kurzweil - K2500R
Celesta: Roland - Sound Canvas SC-88
Dulcima: Roland - Sound Canvas SC-88
Conga: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Mandoli: Roland - Sound Canvas SC-88
Arystal: Kurzweil - K2500R
AChime: Pikmin 2
fightin: Kurzweil - K2500R
BassDru: Roland - Sound Canvas SC-88
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The defining instrument of this piece is this first one, the waterphone (Hit_Met)! The waterphone is a bowed instrument, and this sample originates from the K2500. This long sample is played in various interesting pitches and chords, filling up most of the silence that would have been there otherwise.
The celesta is a common Roland SC-88 instrument used in both Pikmin and Pikmin 2. Usually played in a high register, it's extremely low in this song, making this instance of it very notable.
Then, there is the main melodic instrument, the "Dulcima"!.. Or in proper English, "dulcimer". Though the actual sample is of the SC-88's "santur" sound. The santur and dulcimer are very similar, belonging to the same family of instruments, so that may be why this track was named so. However, later Roland Sound Canvas models would eventually add a dulcimer patch.
Then, conga is a singular conga sample from the SC-88. It's played across various pitches here.
Once you begin a task, "Dubb Bass" will be added, with the same habit of utilizing random accidentals and silences like the previous instruments. This same instrument is also in Soil 1, though this time, there's multiple gestures it's picking from.
A mandolin sound is also added from the SC-88. It's a single note sample on the synth, but the patch was uniquely recorded playing a tremolo. This is only ever seen with one other instrument, which is the sleigh bells in the Valley of Repose.
For the treasure mix, Arystal reappears again, making itself known as the most common treasure mix instrument.
"AChime" for the enemy mix... You can hear it in Metal 2 as well, but its played extremely low here. I love its alien sound at this lower range.
"fightin" is a bunch of industrial samples with very short release times, similar to what's heard in Tile and Metal 1. A large concert bass drum joins in, as well as a hi-hat from Metal 2.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 1. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:31
Carrying treasure: 2:32
Enemy near: 3:45
Battling enemy: 4:28
Near burgeoning spiderwort: 5:40 (Unused)
Unused organ instrument: 6:58
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pizzica: Roland - Sound Canvas SC-88
Organ: Kurzweil - K2500 FARM: ORGANS
Shaker: Roland - Sound Canvas SC-88 (Drum Kits)
English: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Piano: Kurzweil - K2500R
Tom: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
SnareDr: Kurzweil - K2500R
pad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The patterns played by the bass pizzicato strings here are actually lifted from the marimba in cavemetal_00_0 (Complex Cavern). cavemetal_00 was the first cave song completed for the game, and all of its gestures are leftover in cavesoil as well.
The organ here is unused in this song, but not in the same way the untriggerable spiderwort mix stuff is. The organ is in the main mix and it goes unheard because it's track volume is simply permanently set to 0. Unfortunate, since its super cool sounding (and unique for having a whopping 15 different playable gestures, the highest in the entire game!) but I do feel it kind of clashes with the English horn’s primary melody.
The shaker is a default egg shaker sound in many of the SC-88' drum kits. It's actually the only shaker sound to not be from the K2500, aside from the Valley of Repose's sleigh bells.
The English horn here is the main instrument, and it uses only one sample from the SC-88, where it has a much fuller sample mapping.
The working mix adds a sawtooth synth bass, playing a constant A#.
The treasure mix adds in yet another sawtooth, but this one has some fun history which can be garnered from its name, "Obyrez". The "Oby" part of its name is a reference Oberheim, which manufactured legendary analog synthesizers, such as the Oberheim OB-X and the Oberheim Matrix-12. The "Rez" part of the name is short for resonance, which is a concept utilized in this synth preset; the sawtooth sound decays over time, until just the resonance of a basic sine-wave is leftover. Obyrez #1!
A piano is added in the enemy mix of this theme, though what's interesting isn't so much the sample, but rather the unique choice of having it constantly play triplets.
The drum set here is completely split into 3 tracks; the toms, bass drum, and snare all get their own tracks and play independently from one another. This separation is common among Wakai's cave songs, in contrast to Totaka's where drum kits are usually confined to just one track (though sometimes a hi-hat is separate). Because of this, the drum set here is really chaotic as each of the kit's components are randomizing on their own and doing their own thing; the kick isn't really going to sync with the snare and play some fun complementary patterns together, everything just goes ham!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords in this one are all from the F-minor scale.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 1. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:31
Carrying treasure: 2:32
Enemy near: 3:45
Battling enemy: 4:28
Near burgeoning spiderwort: 5:40 (Unused)
Unused organ instrument: 6:58
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pizzica: Roland - Sound Canvas SC-88
Organ: Kurzweil - K2500 FARM: ORGANS
Shaker: Roland - Sound Canvas SC-88 (Drum Kits)
English: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Piano: Kurzweil - K2500R
Tom: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
SnareDr: Kurzweil - K2500R
pad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The patterns played by the bass pizzicato strings here are actually lifted from the marimba in cavemetal_00_0 (Complex Cavern). cavemetal_00 was the first cave song completed for the game, and all of its gestures are leftover in cavesoil as well.
The organ here is unused in this song, but not in the same way the untriggerable spiderwort mix stuff is. The organ is in the main mix and it goes unheard because it's track volume is simply permanently set to 0. Unfortunate, since its super cool sounding (and unique for having a whopping 15 different playable gestures, the highest in the entire game!) but I do feel it kind of clashes with the English horn’s primary melody.
The shaker is a default egg shaker sound in many of the SC-88' drum kits. It's actually the only shaker sound to not be from the K2500, aside from the Valley of Repose's sleigh bells.
The English horn here is the main instrument, and it uses only one sample from the SC-88, where it has a much fuller sample mapping.
The working mix adds a sawtooth synth bass, playing a constant A#.
The treasure mix adds in yet another sawtooth, but this one has some fun history which can be garnered from its name, "Obyrez". The "Oby" part of its name is a reference Oberheim, which manufactured legendary analog synthesizers, such as the Oberheim OB-X and the Oberheim Matrix-12. The "Rez" part of the name is short for resonance, which is a concept utilized in this synth preset; the sawtooth sound decays over time, until just the resonance of a basic sine-wave is leftover. Obyrez #1!
A piano is added in the enemy mix of this theme, though what's interesting isn't so much the sample, but rather the unique choice of having it constantly play triplets.
The drum set here is completely split into 3 tracks; the toms, bass drum, and snare all get their own tracks and play independently from one another. This separation is common among Wakai's cave songs, in contrast to Totaka's where drum kits are usually confined to just one track (though sometimes a hi-hat is separate). Because of this, the drum set here is really chaotic as each of the kit's components are randomizing on their own and doing their own thing; the kick isn't really going to sync with the snare and play some fun complementary patterns together, everything just goes ham!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords in this one are all from the F-minor scale.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 1. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:31
Carrying treasure: 2:32
Enemy near: 3:45
Battling enemy: 4:28
Near burgeoning spiderwort: 5:40 (Unused)
Unused organ instrument: 6:58
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pizzica: Roland - Sound Canvas SC-88
Organ: Kurzweil - K2500 FARM: ORGANS
Shaker: Roland - Sound Canvas SC-88 (Drum Kits)
English: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Piano: Kurzweil - K2500R
Tom: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
SnareDr: Kurzweil - K2500R
pad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The patterns played by the bass pizzicato strings here are actually lifted from the marimba in cavemetal_00_0 (Complex Cavern). cavemetal_00 was the first cave song completed for the game, and all of its gestures are leftover in cavesoil as well.
The organ here is unused in this song, but not in the same way the untriggerable spiderwort mix stuff is. The organ is in the main mix and it goes unheard because it's track volume is simply permanently set to 0. Unfortunate, since its super cool sounding (and unique for having a whopping 15 different playable gestures, the highest in the entire game!) but I do feel it kind of clashes with the English horn’s primary melody.
The shaker is a default egg shaker sound in many of the SC-88' drum kits. It's actually the only shaker sound to not be from the K2500, aside from the Valley of Repose's sleigh bells.
The English horn here is the main instrument, and it uses only one sample from the SC-88, where it has a much fuller sample mapping.
The working mix adds a sawtooth synth bass, playing a constant A#.
The treasure mix adds in yet another sawtooth, but this one has some fun history which can be garnered from its name, "Obyrez". The "Oby" part of its name is a reference Oberheim, which manufactured legendary analog synthesizers, such as the Oberheim OB-X and the Oberheim Matrix-12. The "Rez" part of the name is short for resonance, which is a concept utilized in this synth preset; the sawtooth sound decays over time, until just the resonance of a basic sine-wave is leftover. Obyrez #1!
A piano is added in the enemy mix of this theme, though what's interesting isn't so much the sample, but rather the unique choice of having it constantly play triplets.
The drum set here is completely split into 3 tracks; the toms, bass drum, and snare all get their own tracks and play independently from one another. This separation is common among Wakai's cave songs, in contrast to Totaka's where drum kits are usually confined to just one track (though sometimes a hi-hat is separate). Because of this, the drum set here is really chaotic as each of the kit's components are randomizing on their own and doing their own thing; the kick isn't really going to sync with the snare and play some fun complementary patterns together, everything just goes ham!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords in this one are all from the F-minor scale.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Soil 1. The melody is slightly altered.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:31
Carrying treasure: 2:32
Enemy near: 3:45
Battling enemy: 4:28
Near burgeoning spiderwort: 5:40 (Unused)
Unused organ instrument: 6:58
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pizzica: Roland - Sound Canvas SC-88
Organ: Kurzweil - K2500 FARM: ORGANS
Shaker: Roland - Sound Canvas SC-88 (Drum Kits)
English: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Piano: Kurzweil - K2500R
Tom: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
SnareDr: Kurzweil - K2500R
pad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The patterns played by the bass pizzicato strings here are actually lifted from the marimba in cavemetal_00_0 (Complex Cavern). cavemetal_00 was the first cave song completed for the game, and all of its gestures are leftover in cavesoil as well.
The organ here is unused in this song, but not in the same way the untriggerable spiderwort mix stuff is. The organ is in the main mix and it goes unheard because it's track volume is simply permanently set to 0. Unfortunate, since its super cool sounding (and unique for having a whopping 15 different playable gestures, the highest in the entire game!) but I do feel it kind of clashes with the English horn’s primary melody.
The shaker is a default egg shaker sound in many of the SC-88' drum kits. It's actually the only shaker sound to not be from the K2500, aside from the Valley of Repose's sleigh bells.
The English horn here is the main instrument, and it uses only one sample from the SC-88, where it has a much fuller sample mapping.
The working mix adds a sawtooth synth bass, playing a constant A#.
The treasure mix adds in yet another sawtooth, but this one has some fun history which can be garnered from its name, "Obyrez". The "Oby" part of its name is a reference Oberheim, which manufactured legendary analog synthesizers, such as the Oberheim OB-X and the Oberheim Matrix-12. The "Rez" part of the name is short for resonance, which is a concept utilized in this synth preset; the sawtooth sound decays over time, until just the resonance of a basic sine-wave is leftover. Obyrez #1!
A piano is added in the enemy mix of this theme, though what's interesting isn't so much the sample, but rather the unique choice of having it constantly play triplets.
The drum set here is completely split into 3 tracks; the toms, bass drum, and snare all get their own tracks and play independently from one another. This separation is common among Wakai's cave songs, in contrast to Totaka's where drum kits are usually confined to just one track (though sometimes a hi-hat is separate). Because of this, the drum set here is really chaotic as each of the kit's components are randomizing on their own and doing their own thing; the kick isn't really going to sync with the snare and play some fun complementary patterns together, everything just goes ham!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords in this one are all from the F-minor scale.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is an unused variant of Metal 2. The melody is slightly different and is instead played on a steel-stringed acoustic guitar. It's harmonized with "Magic Guitar" in the treasure mix.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:36
Carrying treasure: 2:48
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:12 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tublbel: Roland - Sound Canvas SC-88
Metal_h: Sound Ideas - Warner Bros. Sound Effects Library
Driver: Sound Ideas - Series 6000 The General Sound Effects Library
SteelGt: Kurzweil - K2500 FARM: GUITARS
slowMat: Kurzweil - K2500 FARM: ANAPADS
Vibraph: Roland - Sound Canvas SC-88
APiano: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
AChime: Pikmin 2
Timpani: Roland - Sound Canvas SC-88
GarageB: Kurzweil - K2500R
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This theme features a low tubular bell from the Roland Sound Canvas, and the first instance of Hajime Wakai using sounds from SFX libraries in a level theme.
Metal_h is "Anvil Fall on Foot", a cartoon sound effect from Warner Bros. It also appears again in one of the Pikmin short films Occupational Hazards where a handle is dismantled and falls off a crane due to a destructive White Pikmin.
The "Driver" sound is in fact the sound of a construction pile driver, but greatly lowered in pitch.
SteelGt is a steel-string acoustic guitar, and its the same one used in Pikmin 1's Forest Navel theme.
slowMat is from a K2500 patch named "Matrix 12 Pad", based directly on the sound of the Oberheim Matrix-12. Thats where the "Mat" part of this name comes from; as for the "slow", this instrument is also used in some menu themes and the Perplexing Pool theme as a synth bass, but it uniquely has a softer attack and release added for its use in this cave theme, hence why its "slowMat".
The SC-88 Vibraphone and K2500 Piano appear in the working mix, and they utilize the same gesture set. They don't play in unison though, they both randomize independently from one eachother.
"MagicGt" is the K2500's Majic Guitar, which is a more synthetic variant of the default guitar sound.
AChime is one of the very few unfound Wakai samples. It could be short for "Ambient Chime", or maybe "Analog Chime".
The combat mix adds a timpani and pitched-up bass drum that reutilize the same echoing gesture that the pile driver uses, and a hi-hat is thrown in for good measure. The kick drum is called "GarageB" as its from the Garage Kit patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The spiderwort pad in this song can play 5 different chords from D-major, which is most chords available in any song.
Also, slowMat is in fact playing the spiderwort mix chords here. This the one and only time we can sort of hear the spiderwort mix in a cave song... slowMat doesn't follow the strict timings that the spiderwort mix pad does though.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is an unused variant of Metal 2. The melody is slightly different and is instead played on "Rich Guitar". It is harmonized with Fluid Guitar in the treasure mix.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:36
Carrying treasure: 2:48
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:12 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tublbel: Roland - Sound Canvas SC-88
Metal_h: Sound Ideas - Warner Bros. Sound Effects Library
Driver: Sound Ideas - Series 6000 The General Sound Effects Library
RichGt: Kurzweil - K2500 FARM: GUITARS
slowMat: Kurzweil - K2500 FARM: ANAPADS
Vibraph: Roland - Sound Canvas SC-88
APiano: Kurzweil - K2500R
FluidGt: Kurzweil - K2500 FARM: GUITARS
AChime: Pikmin 2
Timpani: Roland - Sound Canvas SC-88
GarageB: Kurzweil - K2500R
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This theme features a low tubular bell from the Roland Sound Canvas, and the first instance of Hajime Wakai using sounds from SFX libraries in a level theme.
Metal_h is "Anvil Fall on Foot", a cartoon sound effect from Warner Bros. It also appears again in one of the Pikmin short films Occupational Hazards where a handle is dismantled and falls off a crane due to a destructive White Pikmin.
The "Driver" sound is in fact the sound of a construction pile driver, but greatly lowered in pitch.
RichGt is Rich Guitar, and it's a simple, slightly brighter version of Fluid Guitar.
slowMat is from a K2500 patch named "Matrix 12 Pad", based directly on the sound of the Oberheim Matrix-12. Thats where the "Mat" part of this name comes from; as for the "slow", this instrument is also used in some menu themes and the Perplexing Pool theme as a synth bass, but it uniquely has a softer attack and release added for its use in this cave theme, hence why its "slowMat".
The SC-88 Vibraphone and K2500 Piano appear in the working mix, and they utilize the same gesture set. They don't play in unison though, they both randomize independently from one eachother.
"FluidGt" is the K2500's Fluid Guitar, which is a chorused variant of its default acoustic guitar sound.
AChime is one of the very few unfound Wakai samples. It could be short for "Ambient Chime", or maybe "Analog Chime".
The combat mix adds a timpani and pitched-up bass drum that reutilize the same echoing gesture that the pile driver uses, and a hi-hat is thrown in for good measure. The kick drum is called "GarageB" as its from the Garage Kit patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The spiderwort pad in this song can play 5 different chords from D-major, which is most chords available in any song.
Also, slowMat is in fact playing the spiderwort mix chords here. This the one and only time we can sort of hear the spiderwort mix in a cave song... slowMat doesn't follow the strict timings that the spiderwort mix pad does though.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is an unused variant of Metal 2. The melody is slightly different and is played on the Fluid Guitar. It is harmonized with "Magic Guitar" in the treasure mix.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:36
Carrying treasure: 2:48
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:12 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tublbel: Roland - Sound Canvas SC-88
Metal_h: Sound Ideas - Warner Bros. Sound Effects Library
Driver: Sound Ideas - Series 6000 The General Sound Effects Library
FluidGt: Kurzweil - K2500 FARM: GUITARS
slowMat: Kurzweil - K2500 FARM: ANAPADS
Vibraph: Roland - Sound Canvas SC-88
APiano: Kurzweil - K2500R
MagicGt: Kurzweil - K2500 FARM: GUITARS
AChime: Pikmin 2
Timpani: Roland - Sound Canvas SC-88
GarageB: Kurzweil - K2500R
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This theme features a low tubular bell from the Roland Sound Canvas, and the first instance of Hajime Wakai using sounds from SFX libraries in a level theme.
Metal_h is "Anvil Fall on Foot", a cartoon sound effect from Warner Bros. It also appears again in one of the Pikmin short films Occupational Hazards where a handle is dismantled and falls off a crane due to a destructive White Pikmin.
The "Driver" sound is in fact the sound of a construction pile driver, but greatly lowered in pitch.
"FluidGt" is the K2500's Fluid Guitar, which is a chorused variant of its default acoustic guitar sound.
slowMat is from a K2500 patch named "Matrix 12 Pad", based directly on the sound of the Oberheim Matrix-12. Thats where the "Mat" part of this name comes from; as for the "slow", this instrument is also used in some menu themes and the Perplexing Pool theme as a synth bass, but it uniquely has a softer attack and release added for its use in this cave theme, hence why its "slowMat".
The SC-88 Vibraphone and K2500 Piano appear in the working mix, and they utilize the same gesture set. They don't play in unison though, they both randomize independently from one eachother.
"Magicgt" is the K2500's Majic Guitar, which is a more synthetic variant of the default guitar sound.
AChime is one of the very few unfound Wakai samples. It could be short for "Ambient Chime", or maybe "Analog Chime".
The combat mix adds a timpani and pitched-up bass drum that reutilize the same echoing gesture that the pile driver uses, and a hi-hat is thrown in for good measure. The kick drum is called "GarageB" as its from the Garage Kit patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The spiderwort pad in this song can play 5 different chords from D-major, which is most chords available in any song.
Also, slowMat is in fact playing the spiderwort mix chords here. This the one and only time we can sort of hear the spiderwort mix in a cave song... slowMat doesn't follow the strict timings that the spiderwort mix pad does though.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is the original variant of Metal 2. This doesn't get used in story mode; it only appears on the 2nd sublevel of Secret Testing Range. The melody is slightly different and is instead played on a synthesized guitar, "Magic Guitar". It is harmonized with a steel-string guitar in the treasure mix.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:36
Carrying treasure: 2:48
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:12 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tublbel: Roland - Sound Canvas SC-88
Metal_h: Sound Ideas - Warner Bros. Sound Effects Library
Driver: Sound Ideas - Series 6000 The General Sound Effects Library
Magicgt: Kurzweil - K2500 FARM: GUITARS
slowMat: Kurzweil - K2500 FARM: ANAPADS
Vibraph: Roland - Sound Canvas SC-88
APiano: Kurzweil - K2500R
Steelgt: Kurzweil - K2500 FARM: GUITARS
AChime: Pikmin 2
Timpani: Roland - Sound Canvas SC-88
GarageB: Kurzweil - K2500R
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This theme features a low tubular bell from the Roland Sound Canvas, and the first instance of Hajime Wakai using sounds from SFX libraries in a level theme.
Metal_h is "Anvil Fall on Foot", a cartoon sound effect from Warner Bros. It also appears again in one of the Pikmin short films Occupational Hazards where a handle is dismantled and falls off a crane due to a destructive White Pikmin.
The "Driver" sound is in fact the sound of a construction pile driver, but greatly lowered in pitch.
"Magicgt" is the K2500's Majic Guitar, which is a more synthetic variant of the default guitar sound.
slowMat is from a K2500 patch named "Matrix 12 Pad", based directly on the sound of the Oberheim Matrix-12. Thats where the "Mat" part of this name comes from; as for the "slow", this instrument is also used in some menu themes and the Perplexing Pool theme as a synth bass, but it uniquely has a softer attack and release added for its use in this cave theme, hence why its "slowMat".
The SC-88 Vibraphone and K2500 Piano appear in the working mix, and they utilize the same gesture set. They don't play in unison though, they both randomize independently from one eachother.
Steelgt is a steel-string acoustic guitar, and its the same one used in Pikmin 1's Forest Navel theme.
AChime is one of the very few unfound Wakai samples. It could be short for "Ambient Chime", or maybe "Analog Chime".
The combat mix adds a timpani and pitched-up bass drum that reutilize the same echoing gesture that the pile driver uses, and a hi-hat is thrown in for good measure. The kick drum is called "GarageB" as its from the Garage Kit patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The spiderwort pad in this song can play 5 different chords from D-major, which is most chords available in any song.
Also, slowMat is in fact playing the spiderwort mix chords here. This the one and only time we can sort of hear the spiderwort mix in a cave song... slowMat doesn't follow the strict timings that the spiderwort mix pad does though.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 1. This last variant once again has the swapping of the F# and C# seen in the last two variants, but now the C# is an octave higher.
Also, the rising 3-note gestures now confusingly start on these same two notes; they will play C#, D, D#, and F#, G, G#.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 1. This one is a combination of cavemetal_00_1 and cavemetal_00_2's quirks: the rising 3-note patterns now move in reverse, and the F# and C# notes are swapped again.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 1. The marimba in the original cavemetal_00_0 frequently plays F# with an occasional higher C#; in this version, these two notes are swapped with each other, making the C# the more frequent note here. Also, the rising 3-note patterns are moved up an additional 3 semitones.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of the unused variants of Metal 1. The patterns the marimba plays here are identical to its first iteration in "cavemetal_00_0", but the climbing C#, D, D# and F#, G, G# patterns are now in reverse, becoming falling D#, D, C# and G#, G, F# patterns.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This song is used for tile-themed sublevels. This song makes very interesting use of instruments that are commonly associated with an uplifting tropical/watery setting (steel drums and vibraphone), and forces them to hammer out tri-tones and a whole-tone scale, resulting in some normally jovial instruments taking a turn to the alarmingly sinister. Among these water-related instruments are also the sounds of a glass pane being wiped/rubbed and a deep drum with a bit of liquid sloshing... Even straight water droplet samples are used as percussion here.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:36
Enemy near: 4:04
Battling enemy: 5:02
Near burgeoning spiderwort: 6:32 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Kalimba: Roland - Sound Canvas SC-88
drop2: Sound Ideas - Series 6000 The General Sound Effects Library
drop1: Sound Ideas - Series 4000 Hollywood Sound Effects Library
malleto: Kurzweil - K2500R
drop3: Sound Ideas - Series 4000 Hollywood Sound Effects Library
Polish1: Sound Ideas - Warner Bros. Sound Effects Library
Tronvox: Kurzweil - K2500 FARM: ANACOMPS
Anahous: Kurzweil - K2500 FARM: BASS
Vibraph: Roland - Sound Canvas SC-88
GarageS: Kurzweil - K2500R
Industr: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
"Kalimba" here very obviously isn't a kalimba, but a steel drum sample. My guess is that the instrument was perhaps swapped out at one point.
Drop2 is a singular water droplet cropped from a recording of droplets within a cave, where as Drop1 is actually a synthesized droplet sound. Series 4000 has a lot of duplicates of the sound at varying pitches.
Malletoo is the same sound used as the lead in the Forest of Hope. It gets its name from the fact it's supposed to imitate the sound of a mallet instrument, like a marimba. Hajime Wakai more commonly uses the higher ranger of this patch, which reveals the instrument to be made purely of layered electric piano samples; this is the one instance where a lower note is sampled where you can better hear the similarity to a mallet instrument... The "too" part of the name if you're wondering is just a naming convention on the K2500 for synth sounds, like "Crystal Too" is one other patch that does this.
"Drop3" isn't a water droplet, but a drum with a bit of water sloshing around inside it. It's pitched down, and it plays the same echoing gesture as Drop1.
Tronvox is based on the sound of a Mellotron, which commonly featured a playable choir/vox sound.
Anahous is short of "Analog House Bass", its a sawtooth but its played unusually high here.
The vibraphone plays purely in a whole-tone scale, and only has 3 gestures.
GarageS is a snare drum and a high pitched kick from the K2500's Garage Kit, where everything from Industry is from the Industry Set patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords here are all in a whole-tone scale.
BPM: 90.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This song is used for toy-themed sublevels. Complimenting the look of these floors is an ensemble of high-pitched, toy-like instruments.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:35
Carrying treasure: 2:32
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:36 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Logdrum: Roland - Sound Canvas SC-88
celesta: Roland - Sound Canvas SC-88
oboe: Roland - Sound Canvas SC-88
Logdrum: Roland - Sound Canvas SC-88
Accordi: Roland - Sound Canvas SC-88
Bonk: Sound Ideas - Series 4000 Hollywood Sound Effects Library
Pizzica: Roland - Sound Canvas SC-88
MuteTp: Roland - Sound Canvas SC-88
Kalimba: Roland - Sound Canvas SC-88
OcheSD: Roland - Sound Canvas SC-88 (Drum Kits)
Triangl: Roland - Sound Canvas SC-88 (Drum Kits)
Bonk: Sound Ideas - Series 4000 Hollywood Sound Effects Library
PERCSET: Roland - Sound Canvas SC-88 (Drum Kits)
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
Nearly every instrument here is from the Roland Sound Canvas, which is a fitting source to pull from for simple instruments with a cheesy sort of quality to them. The log drums here have some of the SC-88's default reverb left and baked in to the samples.
The oboe utilizes a slight amount of pitchbend to make it squeak slightly.
What's a bit odd is the second log drum, it actually plays the pattern used for the percussion set in Complex Cavern's working mix... it actually sounds good here on a chromatic instrument.
There isn't too much to go into about the Sound Canvas sounds, though the bonks here from Sound Ideas ARE slightly interesting. They sound a bit like claves (they might actually be!), though they're simply titled as "Wood Bonk" on the library.
For the battle mix. "Metal Bonk" is used for two drum samples. and the SC-88 snare drum is also deliberately pitched up here to resemble more of a piccolo snare.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. This one is unique in that it features 6 different chords, however they're grouped into twos, creating only 3 gestures that play here.
BPM: 80.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for metal-themed sublevels. Unlike the other 2 metal cave themes that over-complicate themselves to play upon the labyrinthine-layout of some metallic caves, this theme goes a different route. This beautifully subtle piece instead scores the aged and rusted look of the cavern. It's a great musical example of the "sabi" part of the "wabi-sabi" aesthetic in Japan, which is about appreciating the beauty in the imperfections that only come from natural aging, like rocks or clay becoming discolored from time, or... rusting metal.
All 3 of the metal cave themes (and even all 3 soil cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Almost every single extra variant goes unused in the final game. The variants of cavemetal_05 are unique in that they also swap the guitars in each one.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:36
Carrying treasure: 2:48
Enemy near: 4:00
Battling enemy: 5:00
Near burgeoning spiderwort: 6:12 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tublbel: Roland - Sound Canvas SC-88
Metal_h: Sound Ideas - Warner Bros. Sound Effects Library
Driver: Sound Ideas - Series 6000 The General Sound Effects Library
FluidGt: Kurzweil - K2500 FARM: GUITARS
slowMat: Kurzweil - K2500 FARM: ANAPADS
Vibraph: Roland - Sound Canvas SC-88
APiano: Kurzweil - K2500R
RichGt: Kurzweil - K2500 FARM: GUITARS
AChime: Pikmin 2
Timpani: Roland - Sound Canvas SC-88
GarageB: Kurzweil - K2500R
Hihat: Kurzweil - K2500R
OrchPad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
This theme features a low tubular bell from the Roland Sound Canvas, and the first instance of Hajime Wakai using sounds from SFX libraries in a level theme.
Metal_h is "Anvil Fall on Foot", a cartoon sound effect from Warner Bros. It also appears again in one of the Pikmin short films Occupational Hazards where a handle is dismantled and falls off a crane due to a destructive White Pikmin.
The "Driver" sound is in fact the sound of a construction pile driver, but greatly lowered in pitch.
"FluidGt" is the K2500's Fluid Guitar, which is a chorused variant of its default acoustic guitar sound.
slowMat is from a K2500 patch named "Matrix 12 Pad", based directly on the sound of the Oberheim Matrix-12. Thats where the "Mat" part of this name comes from; as for the "slow", this instrument is also used in some menu themes and the Perplexing Pool theme as a synth bass, but it uniquely has a softer attack and release added for its use in this cave theme, hence why its "slowMat".
The SC-88 Vibraphone and K2500 Piano appear in the working mix, and they utilize the same gesture set. They don't play in unison though, they both randomize independently from one eachother.
RichGt is Rich Guitar, and its a simple, slightly brighter version of Fluid Guitar.
AChime is one of the very few unfound Wakai samples. It could be short for "Ambient Chime", or maybe "Analog Chime".
The combat mix adds a timpani and pitched-up bass drum that reutilize the same echoing gesture that the pile driver uses, and a hi-hat is thrown in for good measure. The kick drum is called "GarageB" as its from the Garage Kit patch on the K2500.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The spiderwort pad in this song can play 5 different chords from D-major, which is most chords available in any song.
Also, slowMat is in fact playing the spiderwort mix chords here. This the one and only time we can sort of hear the spiderwort mix in a cave song... slowMat doesn't follow the strict timings that the spiderwort mix pad does though.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for metal-themed sublevels. This piece is extremely complex and highly randomized, fitting for the navigation of a dark metallic labyrinth. This theme is believed to be the first cave song finished for the game, as future songs contain a lot of leftover data that originate from this one.
All 3 of the metal cave themes (and even all 3 soil cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Almost every single extra variant goes unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:26
Carrying treasure: 2:38
Enemy near: 4:02
Battling enemy: 4:57
Near burgeoning spiderwort: 6:28 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
marimba: Kurzweil - K2500R
conga: Kurzweil - K2500R
glocken: Roland - Sound Canvas SC-88
malleto: Kurzweil - K2500R
percset: Kurzweil - K2500R, Roland - Sound Canvas SC-88 (Drum Kits)
pizzica: Roland - Sound Canvas SC-88
arystal: Kurzweil - K2500R
magicgt: Kurzweil - K2500 FARM: GUITARS
fightin: Kurzweil - K2500R
timpani: Roland - Sound Canvas SC-88
orchpad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is the marimba, though its played soo low that it becomes rather hard to gather a feel for a melody as it becomes muddied with the other randomly-performing percussion instruments.
The "conga" track contains both a conga and cowbell. These samples have reverb baked into them, but sound is cutoff rather quickly so it can't be heard too well.
The glockenspiel track here is the most randomized element in this song. It has a pool of 10 different possible gestures it can play, but what makes it is the extremely erratic timings of when pitches are played.
"malleto" plays the same gestures as the conga track, but at slightly different intervals. This sample is from the K2500's Malletoo patch, which is the Forest of Hope's main melodic instrument! Wakai loves to use it a lot it seems, as it makes an extra appearance in Star Fox 64 too.
The working mix adds in some pizzicato strings and a large percussion set. The percussion set only has 2 gestures, and once again every sample in it has reverb baked into it for some reason.
The treasure mix will add Arystal, a synth sound inspired by the D-50's famous Fantasia patch. After its addition, the melody is much more pronounced than it was before.
The enemy mix adds in a synth guitar from the K2500, and it's the most used instrument for enemy mixes in the game.
The combat mix percussion here sounds very complex too; and it is, but it occurs on a single track, so identifying the various patterns the percussion can play is much easier.
This theme seems to feature a lot of percussion with non-existent release lengths; the timpani at the end does it too.
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song.
BPM: 100.
Music by Hajime Wakai, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for soil-themed sublevels. Its a quiet theme, featuring a somber melody on English horn, with long and drawn-out blasts of an emphasized C or G being staples of it. This song conveys danger the best out of the 3 soil cave songs with its conventional use of a minor key, as well as caution, though an active rhythm on a small egg shaker.
All 3 of the soil cave themes (and even all 3 metal cave themes) also have 5 duplicate variants, with each having a slightly different, altered melody. Almost every single extra variant goes unused in the final game.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:31
Carrying treasure: 2:32
Enemy near: 3:45
Battling enemy: 4:28
Near burgeoning spiderwort: 5:40 (Unused)
Unused organ instrument: 6:58
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pizzica: Roland - Sound Canvas SC-88
Organ: Kurzweil - K2500 FARM: ORGANS
Shaker: Roland - Sound Canvas SC-88 (Drum Kits)
English: Roland - Sound Canvas SC-88
DubbBas: Kurzweil - K2500 FARM: BASS
Obyrez: Kurzweil - K2500 FARM: ANACOMPS
Piano: Kurzweil - K2500R
Tom: Kurzweil - K2500R
BassDru: Kurzweil - K2500R
SnareDr: Kurzweil - K2500R
pad: Kurzweil - K2500 FARM: ANAPADS
Instrument ramblings (Feel free to ignore):
The patterns played by the bass pizzicato strings here are actually lifted from the marimba in cavemetal_00_0 (Complex Cavern). cavemetal_00 was the first cave song completed for the game, and all of its gestures are leftover in cavesoil as well.
The organ here is unused in this song, but not in the same way the untriggerable spiderwort mix stuff is. The organ is in the main mix and it goes unheard because it's track volume is simply permanently set to 0. Unfortunate, since its super cool sounding (and unique for having a whopping 15 different playable gestures, the highest in the entire game!) but I do feel it kind of clashes with the English horn’s primary melody.
The shaker is a default egg shaker sound in many of the SC-88' drum kits. It's actually the only shaker sound to not be from the K2500, aside from the Valley of Repose's sleigh bells.
The English horn here is the main instrument, and it uses only one sample from the SC-88, where it has a much fuller sample mapping.
The working mix adds a sawtooth synth bass, playing a constant A#.
The treasure mix adds in yet another sawtooth, but this one has some fun history which can be garnered from its name, "Obyrez". The "Oby" part of its name is a reference Oberheim, which manufactured legendary analog synthesizers, such as the Oberheim OB-X and the Oberheim Matrix-12. The "Rez" part of the name is short for resonance, which is a concept utilized in this synth preset; the sawtooth sound decays over time, until just the resonance of a basic sine-wave is leftover. Obyrez #1!
A piano is added in the enemy mix of this theme, though what's interesting isn't so much the sample, but rather the unique choice of having it constantly play triplets.
The drum set here is completely split into 3 tracks; the toms, bass drum, and snare all get their own tracks and play independently from one another. This separation is common among Wakai's cave songs, in contrast to Totaka's where drum kits are usually confined to just one track (though sometimes a hi-hat is separate). Because of this, the drum set here is really chaotic as each of the kit's components are randomizing on their own and doing their own thing; the kick isn't really going to sync with the snare and play some fun complementary patterns together, everything just goes ham!
All of Wakai's cave songs also have a complete spiderwort mix included; each uses the exact same synth pad instrument. The pad's playing method is also the same for every song, and it just plays some simple preset chords that fit the song. The chords in this one are all from the F-minor scale.
I feel it is important to first mention that this sound effect is originally from a Phoenix Wright album. It's The Steel Samurai's intro from Phoenix Wright CADENZA:
youtube.com/watch?v=v-7nVqIkbwE
This audio I uploaded is a recreation using samples from a Roland Sound Canvas, which is the same synthesizer used in the original song.
BPM: 68.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This music is used for several sublevels in the Bulblax Kingdom. It's the epic militaristic ambience for the eventual confrontation with the Emperor (Bulblax) who resides on the final floor.
This theme is the least randomized in the game, the "Pre" and "Post" horns pick from 4 different possible gestures, and that's it. Every other instrument is a consistent loop, though the tubular bells ring a couple extra times halfway into each loop.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:24
Carrying treasure: 2:07
Enemy near: 3:32
Battling enemy: 4:14
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Pre 1: Yamaha - MOTIF-Rack
Post: Yamaha - MOTIF-Rack
Bell: Best Service - Peter Siedlaczek's Advanced Orchestra
Snare: Best Service - Peter Siedlaczek's Advanced Orchestra
Strings: Yamaha - MOTIF-Rack
Harm ra: Yamaha - MOTIF-Rack
otakara: Yamaha - MOTIF-Rack
Timpani: Best Service - Peter Siedlaczek's Advanced Orchestra
BD tle: Best Service - Peter Siedlaczek's Advanced Orchestra
battle: Best Service - Peter Siedlaczek's Advanced Orchestra
Instrument ramblings (Feel free to ignore):
This song gets quite the glow-up in the transition to stereo samples. Here is some very heavy usage of Peter Siedlaczek's orchestral instruments, fittingly so for such a theme. Every percussion instrument here is from that library, but the horns and strings on the other hand are recorded off of a Yamaha MOTIF.
If the horns sound a bit different than how you remember, there's a good reason. In a similar case with the synth handbells in Valley of Repose, this patch on the Yamaha MOTIF consists of multiple identical horn waveforms that are hard-panned to a specific speaker, with some pitch and sample-start point variation. If the L and R channels from a recording of this patch are combined into a single-channel mono sound, the sound is suddenly chorused since the waveforms are slightly detuned from one another. The full stereo Symphony patch sounds way different than how it does mono, when compressed to fit into Pikmin 2.
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
If you are searching for a free oscilloscope, I highly recommend checking out Corrscope which is the program used in this video. Its good fun and I thought It would make great use as a tool to show off some of my Pikmin music projects.
BPM: 96.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This song is used for sublevels that feature many fire hazards. With the smallest amount of tracks in the game for a main mix (only two: tablas and muted trumpet), this song is pretty empty until those other mixes kick in. The instruments were given some echo though which does fill up that silence just a tad, and it's quite fitting for cavern ambience. Also, once more in a Nintendo game, tablas are being associated with fire... :P
In order to stand out, enemy mixes usually have one or more of the following qualities: repetitious, high in pitch, or dissonant. These qualities help the instrument function as a "alarm" sound for the player, making it pop out from the rest of the music. They're the most gameplay-tool-like out of all the mixes, and I love the different approaches each song takes.
This song is the only one in the game to have more than one instrument in the enemy mix. The repetition is provided by the conga, and the synth bass does the dissonance bit. I also can't get enough of the synth bass and its pitchbends (just look at it on the oscilloscope!). The bass repeats its gestures in a similar way to the muted trumpet, with two shorter gestures and a final longer gesture every loop.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:20
Carrying treasure: 2:00
Enemy near: 3:00
Battling enemy: 4:00
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Tp z1: Yamaha - MOTIF-Rack
Tabla: Spectrasonics - Supreme Beats (World)
Bell: Yamaha - MOTIF-Rack (Drum Kits)
chekele: Spectrasonics - Supreme Beats (World)
otakara: Yamaha - MOTIF-Rack
Bass 1: Yamaha - MOTIF-Rack
Conga: Spectrasonics - Supreme Beats (Africa)
Battle: Yamaha - MOTIF-Rack (Drum Kits)
Chord: Pikmin 2
Instrument ramblings (Feel free to ignore):
This one is all MOTIF and Supreme Beats, for a weird hip-hop and ethnic combo. There is just one sample missing.
The muted trumpet is called "Legend", and I assume it refers to the piece by Enesco. Vibrato is eventually added into the sustain when holding a note long enough, but I had to cut that out so it didn't clash with the chord instrument in the battle mix.
The tabla pattern here is the exact same as the one in Hole of Heroes. Exact same amount of gestures, the velocities of the notes contained in them are identical; this is a copy paste. Also to note, the song's BPM is the same as well, plus the drum kit added in the combat mix is also here, though that one's patterns are a tad different.
"Chekele" is a misspelling of shekere. These samples from Supreme Beats are very specifically recorded out of a latin 6/8 Bembé groove, which is also available on the library as a loop.
The synth added in the treasure mix is a recreation of a famous Roland D-50 patch named "Staccato Heaven", which was a pad consisting of an organ waveform as the main tonal element. This is recreated nearly 1-to-1 on the MOTIF as the "Heavenly" patch. Just fun to add: Eric Persing is the creator of that old D-50 patch. And he is also the founder of Spectrasonics, and created the Supreme Beats library which was used in this soundtrack as well :) He has done a lot!
The bass here definitely jumps out, it's called "Boogie on". If you're a fan of the Pokemon Genius Sonority games, this bass is recognizable as the same one in Miror B.'s battle theme. Tsukasa Tawada also had a MOTIF, and used it even more prominently than Kazumi Totaka did.
The chord sample here for the combat mix is the only sound I don't recognize. It sounds kind of like a brass sample, but I couldn't match any of the waveforms on the MOTIF with it, even after many tweaks.
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
BPM: 84.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is the unused variant of Concrete 2. Like the other duplicate concrete themes, it's totally identical, with just some light modifications to the volume and panning levels of every track. However, this one curiously has the instruments shuffled around into different mixes. The enemy mix clarinet is in the treasure mix now, among other things. Also, one of the pads intended for the spiderwort mix has now been ungrouped, resulting in it playing globally.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:43
Carrying treasure: 2:17
Enemy near: 3:08
Battling enemy: 3:43
Near burgeoning spiderwort: 4:34 (Unused)
Instruments used:
Pipe1: Yamaha - PLG150-VL
DeepDrm: Q-Up Arts - Voices of Istanbul
Maman: Spectrasonics - Supreme Beats (Africa)
Bass: Spectrasonics - Bass Legends
TimSide: Digidesign - SampleCell II CD-ROM Library #1
Chekele: Spectrasonics - Supreme Beats (World)
Lead a1: Pikmin 2
BsCl: Best Service - Peter Siedlaczek's Advanced Orchestra
Chord: Pikmin 2
Hat _L: Pikmin 2
Set _R: Pikmin 2
Amb_L: Yamaha - PLG150-DX
Amb_R: Yamaha - PLG150-DX
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
If you are searching for a free oscilloscope, I highly recommend checking out Corrscope which is the program used in this video. Its good fun and I thought It would make great use as a tool to show off some of my Pikmin music projects.
BPM: 138.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for concrete-themed sublevels. This one is used most frequently, and features some lively bass and conga patters. Floors that use this theme generally have busier layouts with wandering enemies, like Anode Beetles or Snitchbugs.
Theres a single unused variant of this song known as caveconc_10_1.cnd. It's identical to this one, though with some light modifications to the volume and panning levels of every track, which I didn't think was noticeable enough to be worth uploading an extra video for.
This song also has a fully functional spiderwort-mix instrument which is unused because spiderworts don't appear in caves. I used the information from caveconc_10_1.cnd for the pads in this video instead of caveconc_10_0.cnd, because their max volume is set to 0 for some reason.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:30
Carrying treasure: 2:00
Enemy near: 3:00
Battling enemy: 3:35
Near burgeoning spiderwort: 4:45 (Unused)
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Bass: Yamaha - MOTIF-Rack
Conga l: Spectrasonics - Supreme Beats (Africa)
Cowbel: Spectrasonics - Supreme Beats (Africa)
SingLin: Yamaha - PLG150-DX
Chekele: Spectrasonics - Supreme Beats (World)
StlDrm: Yamaha - PLG150-DX
Kalimba: ILIO - Percussion+ World & Orchestral (Synclavier Sampler Library)
K&S: Pikmin 2
Hat: Pikmin 2
Amb_L: Yamaha - PLG150-DX
Amb_R: Yamaha - PLG150-DX
Instrument ramblings (Feel free to ignore):
This the only cave song to have two harmonious melodic instruments as part of the main theme. These are the bass and synth lead. The bass is a velocity sensitive synth bass from the Yamaha MOTIF, where the sound is more distorted depending on how hard it is played. The synth on the other hand is from the PLG150-DX, and it's full name is "Single Line". It's actually a very common sound that Yamaha tries to replicate on many of their synthesizers, usually going by the same name in every instance.
The cowbell, conga, and shekere are all from Supreme Beats. The full cowbell loop is later used in Pikmin 3 for the Tropical Wilds.
The steel drum is also an FM-synth sample from the PLG150-DX.
The kalimba comes from ILIO's synclavier sampler library. This library gets used very seldom by Nintendo, so it's always interesting when it shows up. Note that theres a randomly applied stereo panning to every single note; random panning is in fact tied to instrument programs, so using this same kalimba in another song would result in it applying a random stereo panning to whatever it plays there as well. Some other instruments with this same effect is the sine-wave in Hole of Heroes, and the clavinet in Giant Breadbug.
The drum set is also used in another concrete-theme song, though there's an extra kick sample and an open hi-hat sample that are utilized in this song specifically.
The spiderwort-mix pads are from the PLG150-DX. The patterns are exactly the same across all 3 of the concrete themes, though the pad panned to the left speaker is much quieter than the right one in this song.
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
If you are searching for a free oscilloscope, I highly recommend checking out Corrscope which is the program used in this video. Its good fun and I thought It would make great use as a tool to show off some of my Pikmin music projects.
BPM: 84.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for concrete-themed sublevels. The timings of gestures are rather erratic, and the selection of instruments is highly diverse, which correspond to some very random mixtures of enemies of these floors. Wollywogs, Crawmads... Dumples, Blowhogs..? Sure! This one is my personal favorite.
Theres a single unused variant of this song known as caveconc_05_1.cnd. Like the other concrete songs, it's totally identical with just some light modifications to the volume and panning levels of every track. However, that one curiously has the instruments shuffled around into different mixes.
This song also has a fully functional spiderwort-mix instrument which is unused because spiderworts don't appear in caves. I used the information from caveconc_05_1.cnd for the pads in this video instead of caveconc_05_0.cnd, because their max volume is set to 0 for some reason.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:43
Carrying treasure: 2:17
Enemy near: 3:08
Battling enemy: 3:43
(Unused) Near burgeoning spiderwort: 4:34
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates!
Instruments used:
Pipe1: Yamaha - PLG150-VL
DeepDrm: Q-Up Arts - Voices of Istanbul
Maman: Spectrasonics - Supreme Beats (Africa)
Bass: Spectrasonics - Bass Legends
TimSide: Digidesign - SampleCell II CD-ROM Library #1
Chekele: Spectrasonics - Supreme Beats (World)
Lead a1: Pikmin 2
BsCl: Best Service - Peter Siedlaczek's Advanced Orchestra
Chord: Pikmin 2
Hat _L: Pikmin 2
Set _R: Pikmin 2
Amb_L: Yamaha - PLG150-DX
Amb_R: Yamaha - PLG150-DX
Instrument ramblings (Feel free to ignore):
This song has an extremely wacky instrument line-up, and I love it for this reason.
Pipe1 is a patch called Lite Pipe from the Yamaha PLG150-VL. This synthesizer uniquely uses physical modeling synthesis, which results in some very realistically responsive and dynamic instruments. However, its more akin to an uncanny-valley sort of realism in my opinion; the sounds on the synth fall just short of sounding... REAL real. The synth is over 20 years old after all, and was just an early attempt at this synthesis technique. The mimicry though is still incredibly impressive, and the weirdness is something Totaka would definitely relish.
DeepDrm is a Turkish drum called a davul, and is being reused from the Yard theme.
The Maman is a very uncommon African drum that is home to Haitian vodou drumming specifically.
The bass is the only instance of Spectrasonic Bass Legends in this entire soundtrack, and it's a Jaco Pastorius Fretless Bass, with the samples being performed by Marcus Miller. This same bass guitar appears one other time in a Nintendo game: Cheep Cheep Beach on Mario Kart DS.
TimSide is a timpani being struck on the side, instead of the head. Most sample libraries these days that include timpani usually omit extra FX like this, so it's very cool to see here! The only modern library I own that also has timpani side hits is CinePerc.
"Chekele" is a misspelling of shekere, a percussion instrument.
"Lead a1" is a very short organ waveform with vibrato added in post. A very similar sound is used in Pikmin 3's Bingo Battle music.
BsCl is a single bass clarinet sample, from Peter Siedlaczek's Advanced Orchestra. It's a pretty prestigious library, renowned for thoroughness and quality in its time. So this very simple usage of one single clarinet sound is very amusing.
The chord sample is currently unknown to come from anywhere. It gets used in Burnt Burrow as well.
The drum set is split between two tracks: one is dedicated for the hi-hat, while the other is the kick and snare. Them being split allows them to randomize independently from one another. This drum set also has unknown origins, but it has appeared in at least one other game: Pokemon Stadium 2, which has its soundtrack composed by Hajime Wakai, not by Kazumi Totaka. Because of this, I thought that perhaps this drum set is from a SampleCell library. Most composers at Nintendo used SampleCell around the time of the N64, though Wakai would drop it after Pikmin 1, which is why he didn't use Ultra Gigapack and Supreme Beats in Pikmin 2 (Totaka is still using them though). Wakai uses AKAI libraries instead in Pikmin 2.
The sine-pads are from the PLG150-DX. The patterns are exactly the same across all 3 of the concrete themes, though for this song, both are transposed up 3 notes.
BPM: 94.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This is one of three generic songs for concrete-themed sublevels. This quiet song is roughly associated with floors with dormant enemies, such as Sheargrubs, Creeping Chrysanthemums, or Skitter Leaves. The lack of activity from these creatures likely influenced the choice of long reverb and slow pads.
Theres a single unused variant of this song known as caveconc_00_1.cnd. It's identical to this one, though with some light modifications to the volume and panning levels of every track, which I didn't think was noticeable enough to be worth uploading an extra video for.
This song also has a fully functional spiderwort-mix instrument which is unused because spiderworts don't appear in caves. I used the information from caveconc_00_1.cnd for the pads in this video instead of caveconc_00_0.cnd, because their max volume is set to 0 for some reason.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:22
Carrying treasure: 2:06
Enemy near: 3:24
Battling enemy: 4:04
(Unused) Near burgeoning spiderwort: 5:27
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Lead: Yamaha - MOTIF-Rack (Custom patch, a decaying saw waveform)
JdPizz: Best Service - Ultra Gigapack
IceGax: Yamaha - PLG150-DX
EleTabl: Best Service - Ultra Gigapack
HousKit: Yamaha - MOTIF-Rack (Drum Kits)
BellCh: Yamaha - MOTIF-Rack
Puiano: Pikmin 2
EleDjem: Pikmin 2
AmbiL: Yamaha - PLG150-DX
AmbiR: Yamaha - PLG150-DX
Instrument ramblings (Feel free to ignore):
The main melodic instrument here is a decaying saw waveform from the Yamaha MOTIF, which has to be custom made on the module. In this instance of this song specifically, it's also detuned -30 cents and has some extra pitch modulation. This same instrument is later reused for the Hole of Heroes theme.
JdPizz is a modified pizzicato patch from the Roland JD-800, given some extra processing and then packed into a CD sample library. The same CD and samples were again later used in Twilight Princess' Temple of Time theme.
"IceGax" is a silly sounding name, but it's actually short for "Ice Galaxy", the name of the original patch on the PLG150-DX. The PLG150-DX is a plug-in card for various Yamaha synthesizers, such as the Yamaha MOTIF. The cards add more presets and sound capabilities to the synth they're installed into, and all the sounds on this card in particular are generated with FM-synthesis.
The tabla sound here is from an analog drum machine. The drum machine is likely identifiable, so I'll update this description if I ever find it. It's maybe a tom or an extra FX.
HousKit is also the name of the drum kit patch on the Yamaha MOTIF. The weird bongo-like sample is called "Wood", and it's sorted with snare drum samples.
The bells are from the MOTIF as well, though the original sound is a slow pad. Its called Bell Choir. For this song, they are cropped out the middle of the recording, so the sample starts without that long attack.
"Puiano" is currently unknown to come from anywhere. It's seemingly popular with Totaka as he decided to reuse it in two more cave songs. It also plays in the exact same way, though it is transposed 7 semitones down in this one.
EleDjem is also unknown, but it sounds like a standard djembe with an extremely fast echo effect.
The two pads here intended for the spiderwort mix are from the PLG150-DX. Since they're separated in to two tracks, they can play and select different notes independently from eachother.
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
If you are searching for a free oscilloscope, I highly recommend checking out Corrscope which is the program used in this video. Its good fun and I thought It would make great use as a tool to show off some of my Pikmin music projects.
BPM: 96.
Music by Kazumi Totaka, Music recorded in Logic Pro X, visuals made in Corrscope.
Download: drive.google.com/drive/folders/1tvmv_qN8H6JgYgCvUXE_ICN6KIFksE4k?usp=share_link
This music is used for the uncommon grass sublevels that take place outside in daylight. The musical scores for caves are known to be very experimental, but this one is notable for a very unorthodox selection of instruments and an unusual melody that's right out of left-field, for a sunlit...cave sublevel.
Theres a single unused variant of this song known as caveglass_10_0.cnd. It's identical to this one, though with some light modifications to the volume and panning levels of every track, which I didn't think was noticeable enough to be worth uploading an extra video for.
The music will activate extra instruments depending on the game state:
Main: 0:00
Working: 1:09
Carrying treasure: 1:40
Enemy near: 3:00
Battling enemy: 3:40
More things can affect the music too but aren't demonstrated in the video, such as the rhythm changing when swapping between characters, the tempo decreasing when low on health, and instruments intentionally skipping notes if the player's Pikmin squad gets a huge bite taken out of it (the music will begin to sound like it has "holes" in it).
Pikmin 2's cave music also infinitely, randomly generates! It uses a "gesture" system: instruments in a specific song pull basic sequences of notes from a gesture bank and play them, also sometimes at random times according to some extra defined rules. (You can think of it like a folder containing a ton of tiny MIDI files of few notes, which are then randomly puzzle-pieced together, infinitely)
Instruments used:
Melody: Pikmin 2
WdBlk: Spectrasonics - Voices of Africa
TbCym_R: Pikmin 2
TbCym_L: Pikmin 2
Udu y1: Spectrasonics - Supreme Beats (Africa)
Stick_R: Spectrasonics - Supreme Beats (World)
Stick_L: Spectrasonics - Supreme Beats (World)
Dulcita: Yamaha - MOTIF-Rack
Gamelan: Yamaha - MOTIF-Rack
Bowl: Pikmin 2
Ramazan: Q-Up Arts - Voices of Istanbul
Instrument ramblings (Feel free to ignore):
The main melodic sound is a pulse-wave with some vibrato added. The source is currently unknown, though that's unfortunately the case for most of the extremely short samples; these are very simple waveforms that are easily looped in game.
The wood blocks here originate from Spectrasonics Voices of Africa. It has a wood percussion set, with the wood blocks also featuring different sample variants where its struck by different sticks/mallets. However, the real source used for this instrument Pikmin 2 is actually Best Service's Ultra Gigapack. These same wood block samples are on there as well, and there's no other instance of Totaka using a sample from Voices of Africa.
TbCym_R and TbCym_L are both the bells of a pair of Tibetan cymbals, AKA tingsha. The two bells are different pitches. youtu.be/EAD8g6dbm2o?t=18
The udu is from Spectrasonics Supreme Beats, and is the final instrument laying the groundwork here for this song's unique main ensemble.
For the working mix, an instrument called "stix" is added, also from Supreme Beats. Then another duplicate appears for the treasure mix in the other speaker. Both of these are actually pitched different from the original stix sample. The right speaker stix is pitched up the left speaker one is pitched down.
The treasure mix also adds a dulcitar, which is a dulcimer/guitar fusion instrument. This sound is taken from the Yamaha MOTIF, along with the next sound, the gamelan.
The combat has two distinct instruments. First, an instrument titled "Bowl": It's a singular sample, and it plays at random intervals and velocities. Theres a fantastic unnoticeable bit of detail that I can not pass on: The quieter hits are lower in pitch, while the louder ones are increasingly higher; but only slightly. This is mimicking how some real instruments produce higher sounds at higher tensions, which can come from striking harder.
"Ramazan" is a davul from Q-Up Arts' Voices of Istanbul. Ramazan/Ramadan is the holy month of Islam, which has a tradition in Istanbul where drummers walk down the streets to wake up residents for the last meal day before fasting. Voices of Istanbul contains a folder titled "Ramazan" with various samples sourced from a davul.
----------
Every song is transcribed and recreated by ear, though I substitute some samples with uncompressed, higher quality ones.
If you are searching for a free oscilloscope, I highly recommend checking out Corrscope which is the program used in this video. Its good fun and I thought It would make great use as a tool to show off some of my Pikmin music projects.


