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Pikmin 2/Unused Music

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This is a sub-page of Pikmin 2.

Unused Streamed Music

File Name Audio Notes
book.w.32.c4
Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens.
Camera
Intended for the unused camera tutorial, which is quite long.
ff_c_annihi.w.32.c4
Likely an early version of the Pikmin extinction fanfare. Could have also been for Challenge Mode.
ff_c_playerdown.w.32.c4
Likely an early version of the Leader down fanfare. Could have also been for Challenge Mode.
ff_c_tget.w.32.c4
A treasure appraisal fanfare. Could have also been for Challenge Mode.
ff_akirame.w.32.c4
"Akirame" means "give up". Might have been used when exiting a cave/Challenge Mode level through the menu.
ff_draw.w.32.c4
Likely meant for a 2P result screen. This variation is for a draw game.
ff_l_win.w.32.c4
Likely meant for a 2P result screen. This variation is for Louie winning.
ff_o_win.w.32.c4
Likely meant for a 2P result screen. This variation is for Olimar winning.
ff_onyonboot.w.32.c4
Intended for the unused cutscenes featuring an onion booting up. As it is, the onions are always above ground,
so there's no need for this track.
ff_vs_tgetLW.w.44.c4
Likely meant for a 2P result screen. This variation is for Louie winning.
ff_vs_tgetOW.w.44.c4
Likely meant for a 2P result screen. This variation is for Olimar winning.
PayEnough
Likely an early fanfare for the debt, perhaps for completely clearing it.
PayNotEnough
Likely an early fanfare for the debt, perhaps for reaching a 10% milestone.
title.w.44.c4
Early or alternate title screen theme.

There are also a bunch of duplicate audio files of existing songs. Two of these copies might have been intended for Challenge Mode:

  • ff_c_floor_in.w.32.c4, a copy of the theme for landing on a cave floor.
  • ff_c_return_e.w.32.c4, a copy of the music for returning from the Emergence Cave.

These other seven were saved at a different sample rate:

  • ff_explain_f60.w.44.c4, a copy of an explanation cutscene theme.
  • ff_explain_f75.w.44.c4, a copy of an explanation cutscene theme.
  • ff_explain_f90.w.44.c4, a copy of an explanation cutscene theme.
  • ff_vs_annihiOW.w.44.c4, a copy of the theme for Olimar winning via extinction in 2-Player Battle.
  • ff_vs_pdownLW.w.44.c4, a copy of the theme for Louie winning via leader KO in 2-Player Battle.
  • ff_vs_pdownOW.w.44.c4, a copy of the theme for Olimar winning via leader KO in 2-Player Battle.
  • ff_vs_tgetDR.w.44.c4, a copy of the theme for a marble draw in 2-Player Battle.


Unused Sequenced Music

Hmmm...
To do:
Add 2pbattle.bms, result.bms, and id_test.bms to this list. They all have weird technicalities preventing them from being easily played.
File Name Audio Notes
c_result.bms
Unused early challenge mode results. It sounds rather unfinished compared to the final version.
u_result.bms
Unused version of the cave results theme.
ff_annihi.bms
Early Pikmin extinction theme.
ff_doped.bms
The name implies it would have played when using a spray for the first time, or maybe just when you first acquire one.
ff_doping.bms
Same as the above, probably whatever of those two purposes the file above wasn't for.
ff_keyget.bms
Early jingle for collecting The Key treasure.
ff_playerdown.bms
Early version of the captain down theme.
ff_treasureget.bms
Early version of the treasure collection theme.

The "ff" before most of these indicates being a "fanfare". Most of them are very short compared to their final equivalents, which loop to work with the cutscene text.

Unused Boss Music

Hmmm...
To do:
Get a more complete rip of the Boss theme in swing.

Boss music in Pikmin 2 is composed of several miniature songs that are jumped between to form the complete song. The Titan Dweevil's theme contains one segment that is entirely unused. While the final normal segment for the regular boss theme is 12, it seems that 13-16 can play without crashing, although they just sound like the first 4 segments with some glitching in the later ones. It's hard to say if they're actually unused/unfinished segments or if the game is just reading garbage data that happens to not crash.

Sequence File Segment Audio Notes
l_boss.bms 12
This seems like it would have been an intro segment to the fight, considering there isn't one at all in the final game. It jumps to the main theme after finishing, which supports this idea.

Most level music in Pikmin 2 changes to a swing tempo when playing as Louie (or the President). The boss theme is exempt from this, but it seems that was not always the case. Any other song that doesn't normally have swing won't change when the code to activate swing is called, but the regular boss theme actually is fully capable of being played in swing. It was likely scrapped at some point, for one reason or another. It could also just be a bug with how the boss theme is handled compared to the main level theme, hard to say.

Sequence File Audio Notes
m_boss.bms
Most of the song's segments in swing. The intro and boss defeated ones seem to not change. Note that this theme includes the Waterwraith second phase theme as well.

Unused Spiderwort Mixes

There are a lot of cases where Spiderwort mixes are coded in, but Spiderworts aren't actually present to have this mix play in-game without hacking.

Valley of Repose Spiderwort Mix

Like the other 3 areas, the Valley of Repose has a complete Spiderwort mix track coded in. The pad instrument used for it is the same as the Awakening Wood's. To go along with the Valley of Repose's melody, it plays some very complex harmonies to match. By hacking some Burgeoning Spiderwort plants into the level, it's possible to hear it naturally in-game.

Cave Spiderwort Mixes

Every cave song in the game technically has a Spiderwort mix, as it's a requirement by the game's adaptive music system. Whether or not there'll actually be any meaningful data present in the Spiderwort mix will vary per song. Every song by Hajime Wakai has a completed Spiderwort mix, and just three songs by Kazumi Totaka (caveconc_00, caveconc_05, coneconc_10) do as well. The rest of the music by Totaka, including "caverelax", "caveglass", and all the "new_XX_Y.cnd" songs just have junk data for the Spiderwort mix, probably because these songs were added late in development and it was clear that there was no point in adding this extra mix.

Song Name Audio Notes
caveconc_00
This Spiderwort mix has two different sine-wave pads on two different tracks, each picking from a different selection of pitches on random beats.
caveconc_05
Same as above, though both sine-wave tracks have been transposed up three notes in order to better match the song's key.
caveconc_10
Once again, same thing. Though in caveconc_10_1, the sine-wave pad panned to the left is set to be a lot quieter than the right one.
cavekeyget
Technically, a repeating crash cymbal is set to be in the Spiderwort mix for this song. Here is what the actual Spiderwort mix was intended to be. It's just the same chords the organ plays, but longer.
cavemetal_00
A pad plays a random chord every measure. Every Spiderwort mix after this one is in the same format, though theres sometimes a different amount of available gestures. Usually, a single chord makes up a whole gesture. This one has 4 different gestures, and so, 4 different chords.
cavemetal_05
This one has 5 different chords. This is actually the same gesture set used for the lower pad synthesizer.
cavemetal_10
This one has 4 different chords.
cavesoil_00
This one has 4 different chords.
cavesoil_05
This one has 3 different chords.
cavesoil_10
This one has 4 different chords.
cavetile_00
This one has 4 different chords.
cavetsumiki_00
This one has 6 different chords, but only three gestures. Each gesture is comprised of two chords that play back-to-back.

Unused Cave Music

Randomly generating cave music in Pikmin 2 needs to have two files: a .bms (sequence) file, and a .cnd (conductor) file.

The BMS file type is a sequenced music format used in many games. For the cave music in Pikmin 2 however, it is specially-formatted. It mainly contains many short snippets of musical information to be randomized.

The CND files are the actual "songs"; they take specific groups of snippets from a BMS file, and endlessly puzzle-piece them together to form a coherent piece of music.

Unused Conductor Files

The following CND files are unused "variation songs". Dozens of these were made, but an overwhelming majority were never utilized in any sublevels.

First, an unused variation of caveconc_00_0.cnd:

File Name Notes
caveconc_00_1.cnd This unused variation is identical to the original, besides some tweaked volume settings:
  • The trombone-like synthesizer's volume was lowered from 112 to 108.
  • The electronic tabla's volume was increased from 104 to 112.
  • The bell piano's volume was lowered from 88 to 80.
  • The electronic djembe's volume was increased from 112 to 120.
  • Both of the Spiderwort mix pads had their volume increased from 0 to 76, even though you can't trigger this mix.

An unused variation of caveconc_05_0.cnd:

File Name Audio Notes
caveconc_05_1.cnd This audio showcases several mixes:
  • The treasure mix contains the bass clarinet. (1:09)
  • The enemy mix contains the sampled chord instrument. (1:43)
  • The combat mix contains the hi-hat. (2:00)
  • The Spiderwort mix contains the rest of the drum set, as well as one of the Spiderwort mix pads. (2:34)
  • The other Spiderwort mix pad isn't grouped into a specific mix, so it just defaults to playing the entire time.
This unused variation has a lot of tweaked volume settings:
  • Almost every instrument's volume was lowered slightly, except for the bass guitar.
  • Both of the Spiderwort mix pads had their volume increased from 0 to 76, even though you can't trigger this mix.

More notably, this song's trackMap file, trackMap_Cond_T.txt, has slightly different mapping settings for this variant. It strangely rearranges the instruments into different mixes, such as grouping the bass clarinet into the treasure mix.

An unused variation of caveconc_10_0.cnd:

File Name Notes
caveconc_10_1.cnd This unused variation is identical to the original, besides a lot tweaked volume and panning settings:
  • Almost every instrument's volume was lowered slightly, except for the synth bass.
  • The left Spiderwort pad's volume was increased from 0 to 48, and the right Spiderwort pad was increased from 0 to 96.
  • The conga and cowbell aren't panned as hard to the left and right speakers; they're more centered now.

An unused variation of caveglass_00_0.cnd:

File Name Notes
caveglass_10_0.cnd This unused variation is identical, besides some incredibly minor tweaks to the volume and panning settings:
  • The volume of the lead instrument and wood blocks are lowered slightly.
  • The bowl and davul in the combat mix aren't panned as hard to the left and right speakers; they're more centered now.

The following are unused variations of cavemetal_00_0.cnd. Only the original version gets used in the game.

File Name Audio Notes
cavemetal_00_1.cnd
The climbing "C#, D, D#" and "F#, G, G#" marimba patterns from the original are now in reverse, becoming falling "D#, D, C#" and "G#, G, F#" patterns.
cavemetal_00_2.cnd
The marimba in cavemetal_00_0 frequently plays F# with an occasional higher C#; however 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.
cavemetal_00_3.cnd
This one is a combination of cavemetal_00_1 and cavemetal_00_2's quirks: the rising 3-note patterns are reversed, and the F# and C# notes are swapped again.
cavemetal_00_4.cnd
This last variant once again has the swapping of the F# and C# seen in the previous 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 following are unused variations of cavemetal_05_0.cnd. The original version, cavemetal_05_0.cnd, is used once on sublevel 2 of the Secret Testing Range in Challenge Mode. The 4th variant, cavemetal_05_4.cnd, is the one that actually gets common use throughout the game.

File Name Audio Notes
cavemetal_05_1.cnd
This variation has a different melody. The main guitar is "Fluid Guitar", and the treasure mix uses "Magic Guitar".
cavemetal_05_2.cnd
This variation has a different melody. The main guitar is "Rich Guitar", and the treasure mix uses "Fluid Guitar".
cavemetal_05_3.cnd
This variation has a different melody. The main guitar is "Steel-String Guitar", and the treasure mix uses "Magic Guitar".

The following are unused variations of cavemetal_10_0.cnd. The 4th variant, cavemetal_10_4.cnd, is used once on sublevel 5 of the Snagret Hole.

File Name Audio Notes
cavemetal_10_1.cnd
This unused variation has a different melody, which uses the atonal group A♭, A, B♭, B, D♭, D, E♭, E, G.
cavemetal_10_2.cnd
This unused variation has a different melody, which uses the atonal group A♭, A, B♭, B, D♭, D, E♭, E, G♭.
cavemetal_10_3.cnd
This unused variation has a different melody, which uses every note except for C.

The following are unused variations of cavesoil_00_0.cnd.

File Name Audio Notes
cavesoil_00_1.cnd
This unused variation has a different melody.
cavesoil_00_2.cnd
This unused variation has a different melody.
cavesoil_00_3.cnd
This unused variation has a different melody.
cavesoil_00_4.cnd
This unused variation has a different melody.

The following are unused variations of cavesoil_05_0.cnd. In each, the treasure mix instrument doesn't have its own gesture set, so it pitchbends just like the tuba. Also, the echo in the pizzicato and brass tracks is gone.

File Name Audio Notes
cavesoil_05_1.cnd
This unused variation has a different melody.
cavesoil_05_2.cnd
This unused variation has a different melody.
cavesoil_05_3.cnd
This unused variation has a different melody.
cavesoil_05_4.cnd
This unused variation has a different melody.

The following are unused variations of cavesoil_10_0.cnd. The original version, cavesoil_10_0.cnd, is used once on sublevel 5 of the Bulblax Kingdom. The 3rd variant, cavesoil_10_3.cnd, is the one that actually gets common use throughout the game.

File Name Audio Notes
cavesoil_10_1.cnd
This unused variation has a different melody. Also, the cymbal in the combat mix is slightly quieter.
cavesoil_10_2.cnd
This unused variation has a different melody.
cavesoil_10_4.cnd
This unused variation has a different melody. The ping-synthesizer also plays a lot more often.

Duplicate Conductor Files

Two conductors, iron.cnd and caveboss.cnd, are unused in the final game. They even have unused sequences to go with them: a_iron.bms and caveboss.bms.
(caveboss.bms is not to be confused with m_boss.bms, which is the actual boss theme.)

Unfortunately, neither of these are as interesting as they could have been. Both of these conductor files are identical copies of cavemetal_00_0.cnd, and their .bms files just contain duplicate information from cavemetal.bms.

a_zawinul01.bms

An unused cave music sequence file, a_zawinul01.bms, has a TON of unique unused gestures within it. Unfortunately, it was orphaned; it has no CND files that go with it, meaning that we'll never know what music was supposed to come out of it.

Unused Gesture Sets

Gestures and gestures sets are unofficial terms that describe how musical information is stored within BMS files in Pikmin 2.
A gesture is a single pattern of notes, while a gesture set is a group of many gestures. An instrument in a conductor file can be given any gesture set to play from the BMS file. A number of gesture sets are impossible to hear, either due to them being permanently stuck in a muted state, or because they just weren't used in any conductor file to begin with. In the latter case, it is completely unknown what instrument was supposed to play them, and on what beats.

The following gesture sets in cavekeyget.bms don't get used in any conductor file, or go unheard:

Sequence File Set Audio Notes
cavekeyget.bms 27
The intended Spiderwort mix for cavekeyget. This didn't actually end up in this song's conductor file, but the one below did.
cavekeyget.bms 46
This one is a looping set of crash cymbals. This was intended to be in the combat mix, but was accidentally grouped into the neighboring Spiderwort mix, becoming impossible to hear.

The following gesture sets in cavemetal.bms don't get used in any conductor file:

Sequence File Set Audio Notes
cavemetal.bms 4 On a percussion track:

On a pitched instrument:

Two very short patterns. It's very similar to some of the percussion tracks in this song, but it's also plausible that it was intended for a pitched instrument.
cavemetal.bms 9
An instrument sounding twice, most likely intended for a percussion instrument.
cavemetal.bms 23
Two rising gestures of (A B C# E A), and (G B D B G). Given its placement within the .bms, it was likely intended to be used in cavemetal_05.
cavemetal.bms 26
Another unused melodic set for cavemetal_05. This one isn't even used in any of the 5 cavemetal_05 variants.

The following gesture sets in cavesoil.bms don't get used in any conductor file, or go unheard:

Sequence File Set Audio Notes
cavesoil.bms 12
An unused organ in cavesoil_00. Its the most complex gesture set in the game, with a whopping 15 gestures! This is technically used in the conductor file (in the main mix), but its volume is set to 0.
cavesoil.bms 40
Another Spiderwort mix for cavesoil_05..? The conductor file doesn't use this one.
cavesoil.bms 41
And another... Perhaps these were intended for the different melodic variants of cavesoil_05.

The following gesture sets in cavetile.bms don't get used in any conductor file:

Sequence File Set Audio Notes
cavetile.bms 15
Three atonal gestures for cavetile.
cavetile.bms 17
Another three atonal gestures for cavetile.