Pikmin 2/Unused Music
This is a sub-page of Pikmin 2.
Contents
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
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
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:
|
An unused variation of caveconc_05_0.cnd
:
File Name | Audio | Notes |
---|---|---|
caveconc_05_1.cnd
|
This audio showcases several mixes:
|
This unused variation has a lot of tweaked volume settings:
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:
|
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 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. |