User:KungFuFurby

Hello, everybody! I'm KungFuFurby, and I dump SPC sets for SNESMusic.org. I am very good with making SNES music modifiers using only a hex editor, which also means I can discover unused music (I do check and make sure all possible calls are covered before confirming it). I've even found unused music for games that use raw pointers (and therefore requires what I call safe-cracking, because only the right combinations will produce music, while others will most likely crash the game)!

TODO List
The following have been discovered by me, I just haven't added them yet (others can do so if they wish, as long as credit is provided). Unused music is below the TODO list because I have a huge amount of discoveries in that category, which is a bit too much for me to just simply put here.

Accelebrid (SNES)
At the Tomy Logo, hold A, B, X, Y on controller 2. If done correctly, the Title Screen logo should be red instead of blue. This activates a master cheat mode. The following buttons on controller 2 must be held down either when the gameplay demonstration begins or when starting a level (after selecting either the Attacker or Defender) to get the following effect: The only indicator for cheat confirmation other than the variables being changed internally are six green lights if you held down R. The master cheat mode also activates a Stage Select. On controller 1, hold down the following buttons just after selecting Attacker or Defender to go to the following stage... Last, but not least, the master cheat mode enables a sound test. To go to the sound test, hold L, R, and Start on Controller 1 at either the Tomy Logo, the Title Screen, or at the Silver Mare Demonstration screen.
 * Some cheats I discovered (I originally discovered these cheats myself and sent them to ReyVGM, who then contributed them to GameFAQs... I wasn't exactly aware of the cheat already being somewhat found.). The cheat is already somewhat known via http://www.super-famicom.jp/data/a/a_0017.html, but I have gone into greater detail. All cheats must be activated by performing this action at startup:

Bebe's Kids (SNES)

 * One cheat. I call this cheat Team Gaijin Mode. At the Paramount Logo, enter up, down, X, R, A, Y, B, A, B, Y. For each correct button press, the game will reset a timer,, to zero. If the code is entered correctly, the game will immediately start on the last button press, and there will be a few graphical changes. The title screen will have a different cast on the Title Screen, and there will be a Team Gaijin logos instead of a Radical Entertainment logo. The selection screen will still work, but Team Gaijin is now the icon, and you get two snowboarding pictures instead. Plus, if you beat the game, the Team Gaijin logo shows up again instead of the credits. This does more than graphical changes, though... it also acts as a cheat mode. Press the following buttons in-game for the following effect:

Brett Hull Hockey (SNES)/Brett Hull Hockey '95 (SNES)/RHI Roller Hockey '95 (SNES)
All of the following were found in the US version, when applicable.
 * A set of secret passwords. All three games have the exact same set of passwords, and they have the exact same effect. These passwords were originally up on VGMapper, but the website is now defunct.

I actually haven't exactly understood the effects for the rookie codes yet.

Boogerman (SNES)
All of the following were found in the US version.
 * Three cheats. The cheats can be entered almost anywhere, with the major exception being when the game is paused:


 * Two unused vocal samples. They are newly discovered by me, not even found in the sound test. To listen to them, use the PAR codes and  and enter the sound test. Then play a sound. The following values for xx are unused:
 * Might be an unused sound for when either Hickboy or Deodor Ant is defeated.
 * "I'm Melting!", spoken by Revolta. Might have been cut because that would have made Revolta too similar to the Wicked Witch of the West.

Corn Buster (SNES)
This game was never released.
 * It looks like an ending exists, but it is inaccessible due to a missing routine reference. The PAR codes, and  will allow you to see the ending by simply waiting at the Title Screen.
 * I can't verify if it is used or not, but there is a Tic-Tac-Toe game in there that I have yet to access. It has a unique jingle to go with it, and I don't know if that's used either. The PAR codes, , and will allow you to see it, but not play it. Perhaps a tic-tac-toe item can be hacked into a level if it is used?

Dorque and Imp (SNES)
This game was never released.
 * There is a massive amount of source code and other goodies in the three binary files. There seems to be part of a test program in there as well.

Foreman For Real (SNES)
All of the following were found in the US version.
 * Four passwords. They are...


 * An unused (to my knowledge) sound test. This is accessed by using the PAR codes  and  and selecting Options at the Title Screen.


 * One other mystery unused (to my knowledge) option. This is accessed by using the PAR codes and  and selecting Options at the Title Screen. The only thing there is "Accept". Pressing Left or L takes you back to the title screen. Pressing Right or R starts a career.

Gamble Hourouki (SNES)

 * One cheat. At the Title Screen, hold L and R and press Start. You will be prompted to enter a name and choose a character. You can now select from seven mini-games.

Pachinko Monogatari 2 (SNES)

 * One secret password. Select Continue at the Title Screen and enter 197-002-190 000-000-000. You will now have 9,990,000 money.

Sterling Sharpe: End 2 End (SNES)

 * The Title Screen for the unreleased Japanese version, called Super American Football, still exists. To access it, use the PAR code.

Super Dunk Star (SNES)

 * The Basketball News screen has a "Super Ultimate Basketball News" logo hidden behind the Super Dunk Star Logo. To reveal it in its entirety, just disable the sprites.

Unused Music
This section is separate from the other secret content I've found because of all of the games I have found unused music for (and there are quite a lot of them). I have performed as exhaustive of a search as I can for each reference to play each piece of music to ensure that I can confirm that they are indeed unused. If there is a known sound test either on my end or somewhere else that accesses the music, it is omitted from this list. The following have unused music:

4 Nin Shougi (SNES)
Accessible at the title screen by using. The track ends rather suddenly, and thus might be incomplete. Actually, I think this is the original Title Screen theme given the timing, and it was replaced.

Acme Animation Factory (SNES)
There is a single unused piece of music here. For the US version, just use the PAR code to play it at the opening.

Air Cavalry (SNES)
One unused piece of music here. Just simply use the PAR code and it will play at the Title Screen. This song is actually referred to in the ROM, but it is immediately overwritten by the routine right next to it.

Alien 3 (SNES)
There are two unused songs. They can be played at the opening by using the PAR code, where xx is either or.

Asahi Shinbun Rensai Katou Hifumi Kudan Shogi Shingiryuu (SNES)
There are two unused songs. To play them at the title screen, use the PAR code, where xx is either or.

Battle Dodgeball 2 (SNES)
There are two unused pieces of music. You can listen to an unused song by using the PAR codes and. Or, alternatively, you can listen to an unused jingle by simply using the PAR code. Just simply enter the options menu to listen to them after applying the PAR code. The music modifier codes I provided were jointly invented by me and ugetab, and I made the unused music discovery by completing the music modifier.

Beauty and the Beast (SNES)
There are two unused pieces of music. For the US version, just use the PAR code, where xx is either or. The music will play during the opening.

Beavis and Butthead (SNES)
There are three unused pieces of music. For the US version, just simply enter the PAR codes, and , where xx is either , , or. The unused piece of music will play pretty much anywhere in the game.

Bishin Densetsu Zoku (SNES)
There is one unused piece of music. Use the PAR codes and  to listen to it.

Bram Stoker's Dracula (SNES)
There are seven unused pieces of music. For the US version, use the PAR code, where xx is , , , or any value in between and.

Brunswick World Tournament of Champions (SNES)
There is exactly one unused piece of music. You can trigger the music at the main menu by using the PAR codes and. The value is actually the first to be played (and a SPC of the song can be accidentally dumped if you try to dump the Title Screen song at that point), but it is immediately overwritten and thus you never hear it at all.

Cannondale Cup (SNES)
Two unused tracks (one of them technically SFX, although I found it as a music value). One of them is an unused selection jingle for Missy Glove. The following codes are for the US version. The first unused song can be accessed by use the PAR codes and. You must start a race than abandon the race. The second unused song (technically a piece of SFX for selecting Missy Glove, although I found it as a music value) simply requires the PAR code and can be listened to right when the game starts up. This was swapped out for Marc Gullickson's selection jingle.

Chessmaster (SNES)
There are two unused songs: one in the US version, and one in the Japanese version. The theme that is used is somewhat different in the Japanese version as well in comparison to the US version. To access the one in the US version, use the PAR code. To access the one in the Japanese version, use the PAR code.

Chuck Rock (SNES)
One unused track. For the US version, just simply use the PAR code to listen to the song at the Title Screen.

Cutthroat Island (SNES)
Four unused tracks. The following codes are for the US version. The first one is accessed via the PAR codes and. It sounds like an unused ending track. The other three are accessed by the and, where xx is either , , or.

Demolition Man (SNES)
One unused song. The song is not referred to in the sound test. To access the unused song for the US version, use the PAR codes and.

Dorque and Imp (SNES)
There are ten tracks that are unused. Two of them I had to manually recreate according to the source code found in the ROM text. All of the following codes are for the file marked MINEST.BIN. The first four are accessed via a bank modifier. The PAR code will switch the bank. Bank IDs through  are all unused. through are omitted because they are duplicates musically. The next four requires a sub-tune modifier. First, use the PAR code, where xx is either or  (there is a third value, but it's only valid for secret bank). The bank must be either or. Then while playing the game, press Start to pause the game, then Select to kill off the player. The desired sub-tune will play. The last one requires the bank modifier to either be disabled or set to. The sub-tune modifier can be set to to access a bonus song only found in this bank. All you need to do to access the secret bank is to use all of these lines of PAR code:

F1 World Championship Edition (SNES)
One unused song. To access, use the PAR codes, , and. The song seems to bear a striking resemblance to Kawasaki Superbike Challenge's main theme.

Family Dog (SNES)
Five unused pieces of music. To hear these songs in the US version, enter the PAR code, where xx is either , , , , or. Start the game, and then pause it, and your requested piece of music will play without any SFX interruption.

Finalset Tennis (SNES)
Four unused pieces of music. Three of them require a lot of lines of code because of both an incorrect sample pack and an accidental reversal in the order in which they are loaded, leading to incorrect playback. For all of these codes, the corresponding piece of music will play at the Main Menu after pressing Start. First, we'll start with the one tune that can be played without using all of those lines of PAR code. Use the PAR codes and, where xx is either  or. Both work. To access the other three, you need every single line of PAR code shown below: Now, enter the PAR codes and, where xx is any value between  and , and yy is any value between  and. yy is the one that directly affects which music will play: all of the xx values load exactly the same thing.

Fireteam Rogue (SNES)
Oh my... where do I start? There are five tracks that have most likely not been implemented yet, and one of them is completely unidentified. Plus, the game has a few unused segments for the stage themes, and may not even be complete in the musical department. I have the findings sorted out between the known versions on my end. Warning: For best results, I actually hacked the SPC files using a hex editor to play individual segments and fool around with the transposition. Transposition effects are only good for one loop. You could in theory hack the ROM rather than the SPC file, but the transposition commands are handled per segment. (TODO: PAR codes, including a level modifier)

Football Fury (SNES)
Two unused tracks. The following codes are for the US version. The first unused song is accessed by using the PAR codes, , and. The song is supposed to play if a field goal kick is good. Instead, the crowd cheers again. The second unused song is accessed by using the PAR codes, , and. This song is supposed to play if you lose a game. Instead, nothing plays.

Full Throttle Racing (SNES)
Two unused songs. For the US version, use the PAR codes, and  to listen to them, where xx is  or. is never used, but it is an invalid piece of music, being a glitched duplicate of the Title Screen theme.

Fun 'n Games (SNES)
One track to note of here, and it is the only remnant of Whack-A-Clown that I know of because its corresponding reference is gone. It is accessed via the hex code.

George Foreman's KO Boxing (SNES)
Two unused pieces of music. To listen to them in version 1.0 of the US version, use the PAR codes, and , where xx is either  or.

Harapeko Bakka (SNES)
The Japanese version has one unused song. To listen to it, use the PAR code, , and.

Hi no Ouji: Yamato Takeru (SNES)
One unused song. To access, use the PAR code and.

Honoo no Toukyuuji: Dodge Danpei (SNES)
One unused song. To access it, use the PAR code.

Izzy's Quest for the Olympic Rings (SNES)
One unused song. The song is not referred to in the sound test. To access it in the US version, use the PAR codes, , and.

James Bond Jr. (SNES)
Three unused songs. To access them at the Main Menu in the US version, use the PAR code, where xx is in between and.

Kawasaki Superbike Challenge (SNES)
Two unused songs. Both can be accessed in the US version by using the PAR codes and, where xx must match on both codes, and it can either be  or.

Kikuni Masahiko no Jantoushi Doraou (SNES)
There are three unused songs, one of them being a variation. To access them, use the PAR codes and, where xx is ,  or. is a variation of a song that is used in the game, only with a sample being swapped out.

Lemmings 2: The Tribes (SNES)
One unused song. To access, use the PAR codes, , and.

Marko's Magic Football (SNES)
Two unused songs. The first song is the Boss theme from the Genesis version. To access, use the PAR codes, , , and. The second song is a second bonus jingle from the Genesis version. To access, use the PAR codes, , , and.

Mick and Mack as the Global Gladiators (SNES)
The soundtrack from the Genesis version seems to have been fully ported over to the SNES. I discovered a lot of tracks that had not been implemented yet, including what sounds like an unfinished track. First, use the PAR codes, , and , where xx is a bank ID. ,, and through  are all unused. But wait, there's more! If xx is in between and, you can use the PAR code  to play the Lose Life tune ( plays the default song instead). Banks and  have a unique variations due to sample differences. Bank has a unique song by using the PAR code  as well.

Mighty Max (SNES)
One unused song. The song is from the Genesis version. To access it in the US version, use the PAR code and select Start.

Mortal Kombat II (SNES)
Two unused songs. Both are from the arcade version. To listen to them in version 1.1 of the US version, use the PAR code, where xx is or.

Multi-Play Volleyball (SNES)
Two unused songs. To access, use the PAR code, where xx is either or.

Manchester United Championship Soccer (SNES)
One unused song. To access, use the PAR code.

Packy and Marlon (SNES)
A whopping 13 unused songs. To access them, use the PAR code, where xx is , , , , , through , , ,  or.

Pro Quarterback (SNES)
One unused song. To access, use the PAR codes, and.

Race Drivin' (SNES)
Six unused songs. To access them, use the PAR code, where xx is , , , , or. is a shorter version of the Title Screen song, and is a variation of the Select Car song. The other four are unique.

Rap Basketball (SNES)
There is an entire collection of music from an earlier version of Home Improvement here, and some of them are not even found in the final version of Home Improvement. To access all of the music, use the PAR code, where xx can be -, -, or -. Only, and  are used.

Ren & Stimpy Show: Buckeroo$! (SNES)
There are 14 unused jingles that could have served for an item that would be picked up. One of them can simply be accessed by using the PAR code. The other 13 require you to pick up an item that would trigger a jingle. The easiest to access is the weight item at the first level. Then use the PAR codes, (where xx is either , , or ), (where xx is a value divisible by  in between  and ) and.

Saikousoku Shikou Shougi Mahjong (SNES)
One unused song. To access it, use the PAR code.

Shinzui Taikyoku Igo: Go Sennin (SNES)
Two unused tracks. Use the PAR code to listen to them, where xx is either  or.

Snow White in Happily Ever After (SNES)
Eight unused songs. These songs are not referenced in the sound tests. Six of them sound like boss battle themes for the first six areas. One of them is actually loaded to be used as a sub-tune, but ends up never used. To access them, use the PAR code. The following values are unused... is probably a boss theme for the Forest. sounds like a boss theme for Cloud Land. sounds like a boss theme for Mother Nature. sounds like a boss theme for Realm of Doom. sounds like a boss theme for Crystal Caves. sounds like a boss theme for The Courtyard just prior to Maliss, the only boss theme that was indeed used. would probably be used if a boss is defeated. is loaded as a sub-tune, but ends up not used. My guess is that it is a Game Over theme.

Shinri Game 3 (SNES)
One unused song. To access it, use the PAR codes and.

Shougi Fuurinkazan (SNES)
Five unused songs. To access them, use the PAR code, where xx is , , , or.

Spellcraft (SNES)
One unused song. To access it, use the PAR code and start a game.

Super International Cricket (SNES)
One unused song. To access, use the PAR code.

Taikyoku Igo: Idaten (SNES)
One unused song. To access, use the PAR code.

Tecmo Super NBA Basketball (SNES)
One unused jingle. To access the song via the US version, use the PAR code.

Terminator (SNES)
There are seven unused songs. To access them, use the PAR code, where xx is either in between and  or is  or.

Tin Star (SNES)
One unused song. The song isn't even referenced in the sound test. To access it, use the PAR code and select Start at the Title Screen.

WarpSpeed (SNES)
Three unused songs (although one of them technically sounds like SFX... however, I did find it in the music category). To access them, use the PAR code, where xx is either , or.

Wayne's World (SNES)
Four unused songs. To access, use the PAR code, where xx is either , , or. and almost make it since they are called in the ROM, but the code that utilizes it is broken (and thus is intentionally unused). The code is not only ported from the Terminator for the most part, but there is an invalid routine call in the set, resulting in catastrophe if the code were to attempt to be accessed.

World Cup USA 94 (SNES)
One unused song. Not referenced in the sound test. To access, use the PAR codes and.

WCW SuperBrawl Wrestling (SNES)
The entire soundtrack minus the Title Screen theme goes on completely unused. Heck, even the majority of the Title Screen theme goes on unused! Most of the codes that I provided are with as little SFX interruption as possible and as fully playable as possible. Well, this one is impossible for me to do, so it's best to do a SPC dump. But you still need the music modifier. So I'll explain this the old-fashioned way... Bank Modifier: Sub-Tune Modifier: Loop Switch: First, allow me to explain the loop switch. Setting the loop switch to will make the song loop. will make the song play only once. Now then, it's off to the actual music. You can choose a bank value of either or. Both of them have a sub-tune range of to. Allow me to explain the theoretical (or real use) for each one, plus whether or not I think it is supposed to loop:
 * 1) Bank
 * 2) *Sub-Tune : Title Screen. This is the only song you ever get to hear, and you only hear the first 15 seconds before the song fades out and you never hear another piece of music again. The song lasts for a minute and 40 seconds before looping.
 * 3) *Sub-Tune : Sounds like a congratulatory jingle. This does not loop.
 * 4) *Sub-Tune : Sounds like Game Over. This does not loop.


 * 1) Bank
 * 2) *Sub-Tune : I'm going to say Main Menu... The song loops.
 * 3) *Sub-Tune : Most likely Select Wrestler. The song loops.
 * 4) *Sub-Tune : Probably used just before the fight begins after selecting a wrestler. This one loops.

Wedding Peach (SNES)
One unused song. The song is not found in the sound test. To access, use the PAR code.

WWF Wrestlemania: The Arcade Game (SNES)
One unused song. To access, use the PAR codes, , and.

Yuujin no Furi Furi Girls (SNES)
11 unused songs. To access, use the PAR codes for the Title Screen or alternatively  for the opening. The unused values are through, , , , , , and  through. through are duplicates and play. probably sounds best with the PAR code added on.

Zenkoku Juudan Ultra Shinri Game (SNES)
Not only are glitched versions of the music being used, but there are four unused songs: two of them non-glitched versions of the ones that are used. To access, use the PAR codes and, where xx is  through  or. and are especially jaw-dropping...  is a non-glitched version of the Staff Roll theme, and  is a non-glitched version of the Info Screen theme.

Zenkoku Koukou Soccer 2 (SNES)
One unused song, which is an extended version of the Title Screen theme. To access, use the PAR codes and.

Zool (SNES)
Two unused songs. To access them in the US version, use the PAR code, where xx is either or.