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User:KungFuFurby

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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)!

Contents

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)

  • 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:

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:

Button code Effect
L 25 Continues.
R 6 Smart Bombs. This code only works if you're actually starting the game. Otherwise, the code is no good.
X Activates an alternative ending when you beat the game.

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...

Button code Effect
L + Start G. Bowman Circuit
R + Start Tiamat Gorge
Y + Start Railways
X + Start Underground
B + Start Climbing Cheesering Tower
A + Start Inside Cheesering Tower


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.

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, 7E0014xx, 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:
Button code Effect
Select + Up Increments the room ID. Doesn't work 100% because of potential graphical problems. There are three extra rooms past the final boss, all of them with some graphical problems. Once you get past these three, the second level cutscene and the game warps back to the second level.
Select + Down Decrements the room ID. Going before the very first room at the start of the game will instantly end the game and disables the cheat mode.
Select + Left Removes all enemies from the screen. It works on the final boss, but it doesn't play the ending.

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.
Password Effect
RKYYYYYY KRY55555

66666666 DD444444

Kariya Enabled
RKYYYYYY NDRMYR22

44444444 LD222222

Niedermayer Enabled
RKYYYYYY PRNGR333

99999999 DR777777

Pronger Enabled
RKYYYYYY DGL55555

11111111 PL222222

Daigle Enabled
RKYYYYYY KZLV4444

44444444 RB111111

Kozlov Enabled
RKYYYYYY GRTTN333

55555555 PW666666

Gratton Enabled
RDCLNTRT NMNT1111

11111111 11111111

Team RADICAL ready

This unlocks a secret team (Team Radical) and also takes you to the credits.

R00KY20N 99999999

99999999 99999999

All Rookies Enabled

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:
Button code Effect
Up, down, left, right, L, L, L Stage Select
Up, down, left, right, down, down, B Sound Test
Up, down, left, right, R, R, R Full Restore

This code restores your health and booger and mucous/gas meters, as well as granting two bonus powerups.
It works best while you're actually playing the game, although the code works during the opening as well.

  • 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 7E025A02 and 7E025Bxx and enter the sound test. Then play a sound. The following values for xx are unused:

3D: Might be an unused sound for when either Hickboy or Deodor Ant is defeated.
4F: "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 8080371C, 808038F4 and 8080371F 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 80803700, 80803880, and 80803927 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...
Password Effect
CR=DYTS Takes you to the ending credits.
B0DG8 Seems to make Player 1 invulnerable to knockouts.
CH00Z.?.?.?. Starts an exhibition fight. The first two question marks take B-X as boxer IDs. The last question mark is either set to B for a player vs. CPU fight, or C for a two player fight.
C00LD00D Takes you to the Career Mode ending screen, which is just a single photo.
  • An unused (to my knowledge) sound test. This is accessed by using the PAR codes 81804E7A and 81804F83 and selecting Options at the Title Screen.
  • One other mystery unused (to my knowledge) option. This is accessed by using the PAR codes 81804E8D and 81804F84 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 85817F09.

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 818AE601. 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 80E5270B to play it at the opening.

Air Cavalry (SNES)

One unused piece of music here. Just simply use the PAR code 82869802 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 81CFEAxx, where xx is either 0B or 0D.

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 80C22Axx, where xx is either 07 or 08.

Battle Dodgeball 2 (SNES)

There are two unused pieces of music. You can listen to an unused song by using the PAR codes C0B4A002 and C0B55E04. Or, alternatively, you can listen to an unused jingle by simply using the PAR code C0B55E0C. 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 84839Axx, where xx is either 0A or 19. 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 80D56EA9, 80D56F2B and 80E505xx, where xx is either 00, 02, or 04. 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 80BF25A9 and 80BF260B to listen to it.

Bram Stoker's Dracula (SNES)

There are seven unused pieces of music. For the US version, use the PAR code 83E66Bxx, where xx is 05, 11, 15, or any value in between 18 and 1B.

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 DFB6B500 and DFB6AA00. 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 81BD3C83 and 81BD6315. 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 80BC8A06 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 85805800.
To access the one in the Japanese version, use the PAR code 85806500.

Chuck Rock (SNES)

One unused track. For the US version, just simply use the PAR code 00E3FA08 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 82E9DD5A and 82E9E778. It sounds like an unused ending track.
The other three are accessed by the 82E9DD5C and 82E9E7xx, where xx is either 66, 70, or 78.

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 8189BE0B and 81897E0B.

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 8FFE6Bxx will switch the bank. Bank IDs 03 through 06 are all unused. 07 through 09 are omitted because they are duplicates musically.
The next four requires a sub-tune modifier. First, use the PAR code 8FFD42xx, where xx is either 10 or 12 (there is a third value, but it's only valid for secret bank). The bank must be either 03 or 06. 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 00. The sub-tune modifier can be set to 05 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:
92830008
9283010A
92830201
928303FF
92830401
928305A0
928306FF
92830772
92830840
92830AAF
92830B6B
92831021
9283112C
92831206
92831340
92831440
9283168F
928317E0
92831C25
92831D1C
92831E0D
92831F6E
92832040
9283218F
928322E0
92832818
92832A10
92832B74
92832C55
92832D01
92832E8F
92832FE0
92833411
92833610
9283374E
92833840
92833A8F
92833BE0
92834026
92834208
92834340
92834440
9283468F
928347E0
92834C27
92834E08
92834F60
92835040
9283528F
928353E0
928359FB
92835A08
92835B60
92835C40
92835E8F
92835FE0
92836401
928365FB
92836608
9283675A
92836840
92836A8F
92836BE0
92837005
92837208
92837340
92837440
9283768F
928377E0
92837C02
92837D57
92837E05
92837F15
92838028
80B06C00
80B06D83
80B06E12

F1 World Championship Edition (SNES)

One unused song. To access, use the PAR codes 80806180, 80806102, 80806601 and 80806D01. 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 8180A5xx, where xx is either 07, 0B, 1E, 2B, or 3A. 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 808285xx and 80828C09, where xx is either 04 or 09. Both work.
To access the other three, you need every single line of PAR code shown below:
80FAE51C
80FAE71A
80FAECCE
80FAED19
80FAEE5A
80FAEFA4
80FAF006
80FAF14C
80FAF2A6
80FAF30D
80FAF59D
80FAF6FC
80FAF8CC
80FAF91B
80FB010B
80FB0372
80FB04FE
Now, enter the PAR codes 808285xx and 80828Cyy, where xx is any value between 0A and 0D, and yy is any value between 0A and 0C. 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 9881DEA9, 9881DF01, 988194A9 and 98819403. 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 9881DEA9, 9881DF01, 988194A9 and 98819406. 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 81810EA9, 81810Exx and 81810E00 to listen to them, where xx is 02 or 04. 01 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 80809405.

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 8096AC09, 8096B66E and 8096B3xx, where xx is either 01 or 03.

Harapeko Bakka (SNES)

The Japanese version has one unused song. To listen to it, use the PAR code C06142A9, C061431F, and C0614500.

Hi no Ouji: Yamato Takeru (SNES)

One unused song. To access, use the PAR code C00541A9 and C0054234.

Honoo no Toukyuuji: Dodge Danpei (SNES)

One unused song. To access it, use the PAR code 7E00810B.

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 828631A9, 8286320B, 828645A9 and 82864606.

James Bond Jr. (SNES)

Three unused songs. To access them at the Main Menu in the US version, use the PAR code 8083CDxx, where xx is in between 08 and 0A.

Kawasaki Superbike Challenge (SNES)

Two unused songs. Both can be accessed in the US version by using the PAR codes 018171xx and 0180EAxx, where xx must match on both codes, and it can either be 03 or 04.

Kikuni Masahiko no Jantoushi Doraou (SNES)

There are three unused songs, one of them being a variation. To access them, use the PAR codes 9B80B6A9 and 9B80B6xx, where xx is 0E, 1A or 1B. 0E 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 BF8A6E00, BF8A6F80, BF8A7132 and 8393D601.

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 81E30380, 81E304F0, 81E3059D, 81E3070E and 81E3070F.
The second song is a second bonus jingle from the Genesis version. To access, use the PAR codes 81E30322, 81E30497, 81E305BC, 81E307FE and 81E30702.

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 809EA6A9, 809EA7xx, 809EA8EA and 809EA9EA, where xx is a bank ID. 00, 04, and 06 through 0D are all unused. But wait, there's more! If xx is in between 01 and 07, you can use the PAR code 8081C0C2 to play the Lose Life tune (8081C0C0 plays the default song instead). Banks 01 and 06 have a unique variations due to sample differences. Bank 08 has a unique song by using the PAR code 8081C0C2 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 81E52D0E 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 C2BBB8xx, where xx is 37 or 3C.

Multi-Play Volleyball (SNES)

Two unused songs. To access, use the PAR code 8EB892xx, where xx is either 00 or 0A.

Manchester United Championship Soccer (SNES)

One unused song. To access, use the PAR code 82F30206.

Packy and Marlon (SNES)

A whopping 13 unused songs. To access them, use the PAR code 80842Bxx, where xx is 03, 06, 0B, 0F, 10, 14 through 17, 19, 1B, 1F or 20.

Pro Quarterback (SNES)

One unused song. To access, use the PAR codes 808DAA11, 808DAC41 and 808DADF5.

Race Drivin' (SNES)

Six unused songs. To access them, use the PAR code 80F113xx, where xx is 0C, 10, 12, 1A, 20 or 21. 0C is a shorter version of the Title Screen song, and 12 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 80A65Exx, where xx can be 04-10, 24-25, or 2A-2B. Only 06, 09 and 2A 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 7E1C6B2D. 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 7E1C6Bxx, (where xx is either 2A, 2B, or 2D), 7E183Exx (where xx is a value divisible by 02 in between 00 and 0E) and 7E07FD09.

Saikousoku Shikou Shougi Mahjong (SNES)

One unused song. To access it, use the PAR code 80B2E30D.

Shinzui Taikyoku Igo: Go Sennin (SNES)

Two unused tracks. Use the PAR code 91800Fxx to listen to them, where xx is either 05 or 06.

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 87D7DCxx. The following values are unused...
04 is probably a boss theme for the Forest. 0C sounds like a boss theme for Cloud Land. 14 sounds like a boss theme for Mother Nature. 1C sounds like a boss theme for Realm of Doom. 24 sounds like a boss theme for Crystal Caves. 30 sounds like a boss theme for The Courtyard just prior to Maliss, the only boss theme that was indeed used. 3C would probably be used if a boss is defeated. 44 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 C03523A9 and C0352405.

Shougi Fuurinkazan (SNES)

Five unused songs. To access them, use the PAR code 008787xx, where xx is 23, 24, 26, 2B or 2C.

Spellcraft (SNES)

One unused song. To access it, use the PAR code 7E00B814 and start a game.

Super International Cricket (SNES)

One unused song. To access, use the PAR code 98F99F02.

Taikyoku Igo: Idaten (SNES)

One unused song. To access, use the PAR code 80A88505.

Tecmo Super NBA Basketball (SNES)

One unused jingle. To access the song via the US version, use the PAR code 80AB8E28.

Terminator (SNES)

There are seven unused songs. To access them, use the PAR code 86F9A0xx, where xx is either in between 01 and 05 or is 08 or 0B.

Tin Star (SNES)

One unused song. The song isn't even referenced in the sound test. To access it, use the PAR code 80C40858 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 0085FBxx, where xx is either 0B, 0D or 0E.

Wayne's World (SNES)

Four unused songs. To access, use the PAR code 7E1314xx, where xx is either 02, 07, 08 or 0C. 08 and 0C 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 C1D2ED02 and C5443E01.

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: 01944Cxx
Sub-Tune Modifier: 018326xx
Loop Switch: 018329xx
First, allow me to explain the loop switch. Setting the loop switch to 3D will make the song loop. 5D will make the song play only once.
Now then, it's off to the actual music. You can choose a bank value of either 03 or 06. Both of them have a sub-tune range of 01 to 03. 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 03
    • Sub-Tune 01: 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.
    • Sub-Tune 02: Sounds like a congratulatory jingle. This does not loop.
    • Sub-Tune 03: Sounds like Game Over. This does not loop.
  1. Bank 06
    • Sub-Tune 01: I'm going to say Main Menu... The song loops.
    • Sub-Tune 02: Most likely Select Wrestler. The song loops.
    • Sub-Tune 03: 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 809C5020.

WWF Wrestlemania: The Arcade Game (SNES)

One unused song. To access, use the PAR codes C0934069, C0934001, C0934000 and 7E1CBF01.

Yuujin no Furi Furi Girls (SNES)

11 unused songs. To access, use the PAR codes 83E881xx for the Title Screen or alternatively 82A6C0xx for the opening. The unused values are 00 through 02, 04, 06, 0C, 1C, 1D, and 22 through 24. 25 through 30 are duplicates and play 24.
23 probably sounds best with the PAR code 8081F901 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 C08950A9 and C08951xx, where xx is 03 through 05 or 07. 05 and 07 are especially jaw-dropping... 05 is a non-glitched version of the Staff Roll theme, and 07 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 C3A6C302 and C3A6D105.

Zool (SNES)

Two unused songs. To access them in the US version, use the PAR code 9F8282xx, where xx is either 08 or 0B.