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New Super Mario Bros./Unused Music and Sounds

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This is a sub-page of New Super Mario Bros..

Unused Music

BGM_CHIJO

Translation Music No.
Ground 0x63

An early version of the Mario vs. Luigi track, intended for use as an overworld theme. It features a slower tempo and one of the instruments is a steelpan instead of computer-generated noise, among other differences. It's similar to the E3 2005 trailer music and the E3 2005 overworld theme, with differences including the addition here of wobble and ground-pound sounds that enemies dance to. The final theme is called "BGM_CHIJOU_CONT". "CHIJOU" is an alternate romanisation of "CHIJO" (from 地上 "above ground"), and "CONT" presumably means "continued", although "continued" is an odd wording choice. In an interview, Koji Kondo said that the overworld theme was originally written by someone other than him, but it was scrapped for not being very Mario-like. This is presumably referring to this track.


(gameinterview.wiki.fc2.com: Found NSMB reference in this interview)

BGM_AMB_CHIKA

Translation Music No.
(Ambient) Underground 0x53

A watery ambiance track, probably meant to be used in Cheepskipper's or Petey Piranha's boss room. The name is from 地下 (underground).

BGM_SAMPLE

Hmmm...
To do:
  • It seems like the loop works fine in Nitro Studio 2
  • How exactly does it differ from the final credits theme? Add final one for comparison.
Translation Music No.
Sample 0x0D

The file name indicates that this is a test track. It seems to be a shorter version of the credits theme with fewer instruments. It cuts off at the first loop. Interestingly, the instrument bank works with BGM_CHIJO, although some sounds are missing. It actually uses special audio sequence events, that trigger one mode of an unused coin spawner object.

Unused and Empty Sound Effects

Some of this game's empty sound effects are actually played in some situations.

SAR_MENU (World Maps)

Name Translation Contents Notes
SE_PLY_FOOTNOTE_DOKAN (Player) Pipe footsteps (empty) This plays on a loop whenever Mario traverses a pipe on the world map. The developers probably scrapped it upon realizing that hearing Mario's footsteps from within a pipe would be pretty unusual.
SE_SYS_ZOOM_IN (System) Zoom in (empty) These are played by the early world select menu when you zoom in or out.
SE_SYS_ZOOM_OUT (System) Zoom out (empty)

SAR_VS (Mario vs. Luigi Mode)

Name Translation Contents Notes
SE_PLY_WARP (Player) Warp (empty) Possibly related to the removed warp block that warped the player's opponent to their current location, which appeared in prerelease versions in VS Mode.
SE_EMY_FUWA_FUMU_L (Enemy) Stomp on Spindrift (Luigi) (empty) This would play when the player stomped on a Spindrift, an enemy from Super Mario 64 that is only seen in pre-release screenshots. It's unclear why this is in SAR_VS while SE_EMY_FUWA_FUMU (also unused and empty) is in SAR_PLAYER_BASE.
SE_SYS_VS_COUNT (System) Mario vs. Luigi: Count (empty) Likely a countdown of some kind.
SE_SYS_VS_COUNT_LAST (System) Mario vs. Luigi: Count (end) (empty) Sound effects ending in "_LAST" are usually the ending of an infinitely looped sound effect (in this case, SE_SYS_VS_COUNT).

SAR_ENEMY_03 (Castles)

Name Translation Contents Notes
SE_OBJ_UKISHIMA_S (Object) Small Wobble Rock (empty) This is played by Wobble Rocks when they start to tilt heavily in one direction.
SE_OBJ_UKISHIMA_L (Object) Large Wobble Rock (empty) This is never played. Giant Wobble Rocks don't exist in this game, but they may have been planned at some point.
SE_EMY_BUBBLE_IN (Enemy) Lava Bubble landing in lava (empty) Lava Bubbles play this when they enter lava.

SAR_ENEMY_04 (Water Enemies)

Name Translation Contents Notes
SE_EMY_UTSUBO (Enemy) Unagi (empty) SE_EMY_BIG_UTSUBO is the sound Mega Unagis make while swimming. Regular-sized swimming Unagis play nothing at all, not even this empty sound.
SE_OBJ_BOMB_FLASH (Object) Bomb: flash
Skeeter bombs don't make ticking noises. They're not time bombs or depth charges; they explode when they hit something.
SE_OBJ_MENBO_BOMB (Object) Skeeter bomb explosion
Skeeter bombs make a "bloop" sound when they explode, not a realistic explosion sound like this.

SAR_OPENING_DEMO (Title Screen and Opening Cutscene)

Name Translation Contents Notes
SE_VOC_OPDM_HOEE (Vocal) Opening cutscene: "Hoee!"
While not technically unused, it's impossible to hear this sound of Mario getting hit by Bowser Jr.'s shell, since he's too far offscreen when it plays. The video to the right shows what happens if this sound effect is hacked to be ambient instead of played at Mario's position.
SE_OBJ_OPDM_LOGO_FALL_S (Object) Opening cutscene: logo falling ("S") A crashing sound There are three used sound effects related to the game's logo falling from the sky: SE_OBJ_OPDM_LOGO_FALL_L (for "Mario Bros." landing), SE_OBJ_OPDM_NEW_FALL (a descending whistling sound for "New" falling), and SE_OBJ_OPDM_NEW_SET (for "New" landing). SE_OBJ_OPDM_LOGO_FALL_S 's name suggests that it was intended to be used for "Super" landing, but it's instead used as one of several "crash" sounds that are played simultaneously when Mario and Bowser Jr. crash into something offscreen.

SAR_PLAYER_BASE (Player-related)

Name Translation Contents Notes
SE_PLY_PUNCH (Player) Punch (empty) In the E3 2005 demo, the player could punch and kick in Super, Fire, or Mega forms with R. In the final game, the L and R buttons scroll the camera left and right instead.
SE_PLY_KICK (Player) Kick (empty)
SE_OBJ_BLOCK_KICK (Object) Kick a block (empty)
SE_EMY_DOWN_BY_PUNCH (Enemy) Killed by punch (empty)
SE_PLY_LAND (Player) Landing (empty) The player made a sound when landing in the E3 2005 demo.
SE_OBJ_PUFF_MUSH (Object) Puff mushroom
In the E3 2005 demo, you had to push Mega Mushrooms out of ? blocks by hitting the block multiple times.
SE_OBJ_PUFF_MUSH_2 (Object) Puff mushroom (2)
SE_OBJ_PUFF_MUSH_3 (Object) Puff mushroom (3)
SE_OBJ_PUFF_MUSH_4 (Object) Puff mushroom (4)
SE_OBJ_PUFF_MUSH_LAST (Object) Puff mushroom (end) (empty)
SE_OBJ_GET_THUNDER (Object) Get thunder (empty) This would have been used for the scrapped lightning bolt powerup.
SE_EMY_FUWA_FUMU (Enemy) Stomp on Spindrift (empty) This would play when the player stomped on a Spindrift, an enemy from Super Mario 64 that is only seen in pre-release screenshots. It's unclear why this is in SAR_PLAYER_BASE while SE_EMY_FUWA_FUMU_L (also unused and empty) is in SAR_VS.
SE_VOC_MA_GET_ITEM (Vocal) Mario: get item (empty) Probably would have been used when Mario got a powerup in a similar fashion to the Super Mario Advance series, where Mario says "Just what I needed!" when getting a powerup.
SE_VOC_MA_GET_ITEM_2 (Vocal) Mario: get item (2) (empty)

SAR_KOOPAJR_COMMON (Bowser Jr.)

Name Translation Contents Notes
SE_VOC_JRDM_TRAIL (Vocal) Bowser Jr. cutscene "trail" (empty) This would have been a vocal sound effect of some kind, for a battle intro or cutscene involving Bowser Jr.
(Source: RoadrunnerWMC, Skawo)

Unused Instrument Bank

The instrument bank BANK_COURSE_CLEAR is unused - the course clear jingle uses BANK_GOAL_FANFARE_BGM instead. The unused bank and the samples it references are practically the same as the ones for the highscore jingle from SM64DS (above), which is used in both SM64DS and this game for minigame high scores too. This could suggest that this jingle was once used as a placeholder for the course clear jingle.

(Source: Original TCRF research)