If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Super Mario 64 (Nintendo 64)/Unused Sounds & Sound Definitions

From The Cutting Room Floor
Jump to navigation Jump to search
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Unused Sounds

Hmmm...
To do:
IDs/filenames (from leaked source code if needed), and replace (almost) all of these as .ogg files.

Unused Mario Jump Sound

An unused sound for Mario jumping exists. This was used in E3/pre-E3 footage from 1996. This was later used in future games such as Super Smash Bros. and Super Mario Sunshine.

Unused Trapdoor Sound

Hmmm...
To do:
Add details and a fix for the rendering settings.

An unused sound for the trapdoor leading to Bowser in the Dark World. It can be heard in footage of the Shoshinkai 1995 build of the game. Technically used, but goes unheard due to the object having the wrong rendering settings.

Unused Boing Sound

An unused boing sound. It may have been intended for the unused trampoline, or for Moneybags.

E3 1996 Vibraphone Instrument

An unused vibraphone instrument. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.

Unused Recorder Instrument

An unused recorder instrument, contained in the Bowser battle instrument bank. This instrument was later used for the remix of the Wing Cap theme in Super Mario 64 DS.

Unused Sound Definitions

Hmmm...
To do:
Add recordings of these sound definitions.

Sliding Down a Tree

NA_SE1_TREEDOWN

Bank 0, ID 0x3B

A sound definition meant for when Mario slides down a tree.

Old Ground Pound

NA_SE1_HIPATTACK

Bank 0, ID 0x3C

An older version of the ground pound sound that sounds more similar to a flip.

Metal Mario Walking Underwater

NA_SE1_METAL_WALK_W

Bank 0, ID 0x52

A sound meant for Mario walking underwater while using the Metal Cap. This is impossible in the final game, as only running and jumping are possible.

Metal Mario Underwater Death

NA_SE1_METAL_DOWN_W

Bank 0, ID 0x53

A sound meant for Mario dying from fall damage underwater while using the Metal Cap, which is impossible.

Metal Mario Tiptoeing Underwater

NA_SE1_METAL_SLOWWALK_W

Bank 0, ID 0x54

A sound meant for Mario tiptoeing underwater in the Metal Cap, which is impossible in the final, as only running and jumping are possible.

Unknown Metal Sound

N/A

Bank 0, ID 0x55

Possibly an earlier version of the projectile bounce sound.

Unknown Level Sound

N/A

Bank 1, ID 0x1A

A high-pitched ringing noise. Similar to the drowning alert sound.

Okey Dokey

NA_VC1_OKEYDOKEY

Bank 2, ID 0x21

An unused player sound definition, not the same as the start menu sound, meant for one of Mario's actions.

Water Mine

NA_SE2_WATERBOMB

Bank 3, ID 0x31

An explosion sound meant to be used by the cut water mines.

Water Ring

NA_SE2_WATERRING

Bank 3, ID 0x32

A sound meant for water rings.

Big Snowball/Rock Broken

NA_SE2_BIG_SBALL_BROKEN

Bank 3, ID 0x49

A sound meant for breaking the rolling rocks in Hazy Maze Cave and the big snowball in Cool Cool Mountain.

Unknown Scene Sound

N/A

Bank 3, ID 0x4A

A sound of something being opened.

Unknown Scene Sound 2

N\A

Bank 3, ID 0x72

A sound of a picture being taken.

Sand Storm

NA_LSE2_SANDSTORM

Bank 4, ID 0x05

A sound meant to be used for a sandstorm, which doesn't exist.

Swirl

NA_LSE2_SWIRL

Bank 4, ID 0x06

A sound meant to be used for the quicksand pits in Shifting Sand Land.

Clock Hand

NA_LSE2_CLOCKHAND

Bank 4, ID 0x12

A sound originally used at the Tick Tock Clock entrance, commented out in the path file. Wrong instrument used.

Fish Splash

NA_SE3_FISHSPLASH

Bank 5, ID 0x12

A sound meant for fish when landing back in water.

Old Lakitu Throw

NA_SE3_MOGURA_THROW

Bank 5, ID 0x23

An alternate sound meant for when Lakitu throws a Spiny, label is intact but the ID was changed.

Old Goomba Death

NA_SE3_KURIOBOU_DOWN

Bank 5, ID 0x26

An early version of the sound used when a Goomba dies.

Cannon Set 3

NA_LSE3_TAIHOUSET3

Bank 6, ID 0x01

A sound meant for when the cannon fully extends.

Spindrift Moving

NA_LSE3_FURAFURA_MOVE

Bank 6, ID 0x07

A sound meant for when Spindrift moves, wrong instrument used.

Enter

NA_SYS_ENTER

Bank 7, ID 0x01

A sound possibly meant for the level select. Inverted version of pausing.

STOP00

NA_SYS_STOP00

Bank 7, ID 0x10

A sound meant for the system, silent.

Pipe Appearing

NA_SYS_DOKAN_APPEAR

Bank 7, ID 0x1B

A sound meant for the intro pipe. 

Pipe Disappearing

NA_SYS_DOKAN_DISAPPEAR

Bank 7, ID 0x1C

A sound meant for the intro pipe. 

Sign Open Textbox

NA_SYS_KANBAN_OPEN

Bank 7, ID 0x20

A sound meant for opening a sign's textbox.

Sign Close Textbox

NA_SYS_KANBAN_CLOSE

Bank 7, ID 0x21

A sound meant for closing a sign's textbox.