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Starship Titanic/Unused Audio

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This is a sub-page of Starship Titanic.

Hmmm...
To do:
Intergrate more lil' icons for characters, since I already have one portrait that I'm salvaging from a removed page for this page.

A game with over 10,000 lines clocking in at more than 16 hours of recorded dialogue is sure to have at least some unused lines, not to mention sound effects and music.

Every character in the game is essentially a chatbot with a huge number of associated voice files. Because of this, although every effort has been taken to ensure no used sounds have been uploaded, it's extremely difficult to figure out what is or is not a programmed response in the shipped version of the game. So please, feel free to remove a line from the site if you are absolutely certain it can in fact be heard through normal means in-game.

Finally, every character has a few very generic chatbot-style responses (e.g. "Did they?", "Did he?", "Did she?", "Really?", "I see."), some of which may be unused. Due to the genericness of these lines, the difficulty in veryifying their use, and the sheer amount of files, these have not been uploaded. You aren't missing anything, though.

Character Subpages

StarshipTitanic succubi for sst subpage starship-titanic.png
Shorbert Sweet (The Succ-U-Bus)
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Fentible (The DoorBot)
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Krage (The BellBot)
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Marsinta (The DeskBot)
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Fortillian (The BarBot)
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Nobby (The LiftBot)
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D'Astragar (D'Astragaaar) D'Astragar (The Maitre d'Bot)
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The Parrot
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The Bomb
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The Pellerator\Service lift\Bridge transport Announcer
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The shipwide annoucer (Marsinta)

Abridged Contextual Descriptions

Several interesting things can be gleamed from some of these lines. Those things will be documented and linked to in abridged form on this page, in the interest of your time.

  • Matire'D and Krage have files containing obviously early takes. The files are: c385.10358 & y458.07175 respectively.
  • The unused 'ChatterBot' is referenced in other character's dialogue. Specifically, z454.01052 , and possibly y456.16521.
  • At one point in development, it seems there would have been a "Send yourself PlugIn" item. Attaching this part to the Succ-U-Bus would, somehow, allow the player to be transported through the Succ-U-Bus system, a sort of Quick Travel that would have taken you to any room you had a chevron for. This is probably why almost every room in the game contains a Succ-U-Bus despite the fact his transportation ability is only used in two puzzles. Interestingly, the Succ-U-Bus still refers to this piece as "The Bit" in the final game, but he will not explain the context behind it that you can hear in his unused line on this page. Specifically, he claims he cannot transport living creatures without "The Bit", which is contrary to the events in the game, specifically concerning Brobostigon's death and sending the Parrot (safely this time) through the Succ-U-Bus. Context for these lines and the conclusions drawn here can be found in the following files: z451.02788 , z451.02491 , y458.08559 , y456.23187 & y456.23441
  • The Second class canal can be seen on the opposite side of the First class canal at the top of the well. It's visibly different to the First class canal, it contains no simulated sky, no gondoliers, no torches, and seems to have a model of Titania's face at the end of it. However, you are never able to enter it, hovering over it simply says "Passengers are not allowed in this area", as opposed to the First class canals mismatched class message "Passengers of your class are not allowed to enter this area." Despite this, there are lines specifically referring to it and to being in it. The closest it can be seen is looking the correct way out of the Pellerator during a journey to an area such as the Bar, as it takes you directly past this canal. Based on the novel, the engine room might have been located here, a place you never see or hear about in the final game. There are no further renders inside this area except what can be seen from the Top of the well, and the Pellerator.
  • There would have been some kind of hint system in which you could click on objects in your inventory or on your viewport and have Krage or Fentible tell you what it is, in Krage's case usually in a sarcastic manner. There are many lines for this, basically one for every item, place, and object in the game, so specific names wont be listed, but for context see files y456.06665 & y456.06678. They are usually noted here as being 'Hint System' lines. Several unused or early item descriptions can be heard through these lines, usually denoted here with an addition to the standard "More hint system lines" description. One such special case is the implication that you would have been able to talk to Fentible and even Krage in your lovely home at the start of the game, as though you had summoned them on the ship. They make references to you choosing when to come on board (or not), and seem to imply that there is a time limit, at which point your coming on board becomes pointless. You can ask them about the items in your house, including the computer and your CDs, despite the fact they were thrown to the floor in the final game by the starships 'SMEF'. Their cellpoint settings can also change down here since there are lines for various moods. As noted below there was apparently some sort of demo version, be it one intended for download or a press demo, so perhaps this form of Your Lovely Home was actually used in one of them. Sadly, information on early builds is almost exactly non-existent.
  • Some characters reference you coming to the end of a demo, and getting denied being given an undisclosed key item until the final version of the game. There is an unused window you can find on the main page for the game on this site, which proclaims that "This version of Starship Titanic has expired", possibly related to these builds. The website specifically shoots down the notion of a downloadable demo due to the size of even just one room, it would have been very difficult to download on internet connections at the time. Therefore, it is more likely that these lines were intended for a press demo, such as the showing at E3 1997 & 1998. There is currently no known footage of these builds. The specific files for the context of these conclusions are: b310.11851 & b310.16134
  • It seems that there were licenced foods in the game, such as Jelly Babies. It's possible these were for the Second class staterooms before being replaced with more generic candies.
  • There may have been some sort of random Emergency Drill, possibly initiated by an unknown Bot randomly entering the room your in. See y456.16521 & y456.23111
  • Apparently light character interaction was planned, with bots commenting on other bots and events within the room. This can be seen throughout the following files below.
  • The Creators Chamber as described in some lines does not match that in the final game.
  • A lot of the random unused sound effects listed here are in fact used in one of the games beta's, playing at random throughout the game once stepping onboard the Titanic. This appeared to be intended as some kind of 'ambience', but comes off slightly annoying and random, often not matching the scene well. They can also cause stuttering or freezing on slow hard drives and CD-ROM drives when loading one, which obviously wasn't ideal during the era the game was released. That said, they do seem to use the games 3D positonal audio engine (QSound), creating a rather earie feel, as though another player is poking around the ship at the same time you are. The gunshots (z.st.99 onward) were also used in the scrapped extended television easter egg right at the start of the early version, which was heavily truncated for the final to include only Douglas' clip. The laugh track z.st.105 was originally used for the Level Select screen in the same prototype, but is no longer functional in the final build.
  • If you've played Starship Titanic A lot and enjoyed conversing with each bot... A lot... You'll want to check out Krage's y458.16266 line. It's a rather meta line that seems impossible to trigger in-game but that answers one question that will eventually come up when talking with any of the bots for a while. If you do not enjoy talking to the bots A lot, you probably haven't played Starship Titanic... A lot.

Your lovely home location voice clip
Fentible is able to answer to your location while still in your home if using a glitch.

This line is technicially used therefore, but impossible to hear without the glitch.

The explanation of such has been condensed into a lovely little box below for your convienece.

If you save as soon as you receive your PET, then quit the game and reload that save, the DoorBot's first scene will restart to just after he wheels in front of you. However, you'll still have your PET, even though the DoorBot tries to give you another one later. This presents a small window of opportunity to type to the DoorBot almost as if you had summoned him on the ship, but with slightly different behaviour. This can break the game a fair bit. The important thing here however, is to use this moment to quickly ask "Where are we?" to which the doorbot will surprisingly answer "This is your lovely home." A line which cannot be heard without this glitch. "Your Lovely Home" was the title for the first room, your house, used internally during development as seen in the Official Strategy Guide.
(Source: http://www.sydby.com/st/ & Original TCRF Research)

Unused Music & Ambience

Filename Audio Description
b.st.25.wav
A music track that uses the instruments of the SGT class floor, but isn't played in game. It also cuts off abruptly at the end.
z.st.273.wav \ canal.wav
Unused music track. Similar to the Embarkation lobby track. According to the prototypes FileMap, this track was intended for one of the grand canals (the original title being "canal.wav", found in the top of the well sound directory. Prototype physical filename is "z391.wav"). Since the First Class canal actually seen in the game has perpetual singing courtesy of the RowBots, we may assume this to be the track intended for the unfinished and ultimately unused Second Class Canal...
b.st.78.wav \ promenade 30 sec.wav
Unused music track. The prototype FileMap contains the original title of "promenade 30 sec.wav", and the physical filename of "b892.wav". The actual used track on the Promenade Deck, "b893.wav" in the prototype, was originally titled "promenade 20 sec.wav". Why the length may have been a potential deciding factor on which got used- when both were shipped anyway, is unknown.
z.st.565.wav
A portion of this song is mixed in with the credits theme, which plays various songs used in the game. This indicates it was removed or changed late in development. The full track is not used in game.
z.st.37.wav
Talking of credits, there's a slightly different unused credits theme. It's about three seconds shorter, but has a much longer lead up. The order of music is also different.
z.st.129.wav
Curious jumbled electrical sounds. Perhaps intended for misusing Titania's pieces, such as with the phonograph?
b.st.17.wav
Would fit in the Bilge room, or perhaps for the starships unplanned interplanetary descent.
z.st.220.wav
Possibly ambient rain?
(Source: http://www.sydby.com/st/ & Original TCRF Research)

Miscellaneous & Sound Effects

Filename Audio Description
z.st.422.wav
Due to it's location, this was presumably intended for the Service Lift buttons.
a.st.1.wav
Ding with electrical sounds
a.st.2.wav
Error sound
a.st.3.wav
Electrical noise
a.st.4.wav
Ding
a.st.5.wav
Beep
a.st.21.wav
a.st.22.wav
Beep ding. According to the FileMap of the prototype, this was originally titled "plinth button 5.wav", and was associated with the plinth button that predominantly starts the game.
a.st.39.wav
Similar to phonograph or navigator photograph slot
a.st.40.wav
a.st.41.wav
a.st.43.wav
Echoey beep
b.st.70.wav
Robotic squeaking
b.st.71.wav
Button
b.st.72.wav
Button
b.st.73.wav
b.st.74.wav
Scratching
b.st.75.wav
Something closing
b.st.76.wav
b.st.77.wav
Something closing
b.st.78.wav
Would fit with the CD drive, but differs to the used one
b.st.79.wav
b.st.80.wav
b.st.81.wav
Unknown electronic sounds
b.st.82.wav
Similar to above, but more klaxon-ey
b.st.83.wav
Electrical failure or radio tuning
b.st.84.wav
Similar to above klaxon-ey sound
b.st.85.wav
A sort of radio like sound
b.st.86.wav
As above, seems placed near the creators chamber switch sounds
b.st.87.wav
Electronic processing or printing sound. The prototype has very similar sounds, with original titles from the FileMap suggesting them to be for the PET "opening" and "closing". As conjecture, then, being that this sound is very similar to those, may have been for reprogramming\upgrading the PET.
b.st.88.wav
A sort of printing press like sound. Might have been for the Bilge room
b.st.89.wav
A robot passing by?
b.st.90.wav
Similar to above
b.st.91.wav
Similar to above
b.st.92.wav
Reversed version of above, it seems
b.st.93.wav
Beep
c.st.6.wav
Very similar to the photograph slot on the navigator, but different
c.st.8.wav
Sounds like rustling through a parts bin
c.st.60.wav
Paper rustling or perhaps sorting through the candy in the second class rooms
c.st.61.wav
As above
c.st.68.wav
Electrical sparking
c.st.69.wav
As above
c.st.70.wav
As above
c.st.71.wav
As above
c.st.73.wav
As above
z.st.24.wav
Shuffling or door closing
z.st.25.wav
Something opening
z.st.28.wav
Various computer sounds
z.st.29.wav
Shhhurlck
z.st.31.wav
Generic door opening. Maybe the house would have had more rooms?
z.st.32.wav
Reversed version of above
z.st.33.wav
A drawer being opened?
z.st.34.wav
A drawer being closed?
z.st.43.wav
Something sliding
z.st.44.wav
Clang
z.st.48.wav
Unused happy "Item Get" type sound
z.st.50.wav
Echoey clang. Used in the prototype for many doors, but seems to be unused in the final.
z.st.52.wav
Mechanical switch
z.st.53.wav
Shorter version of above
z.st.66.wav
LOUD alarm. Possibly for the emergency drill?
z.st.67.wav
Somehow even more annoying and LOUD version of the above
z.st.68.wav
A slightly less annoying version of the above
z.st.69.wav
Electronic humming
z.st.70.wav
Wind gusting
z.st.71.wav
Rough electronic humming
z.st.72.wav
Sustained electric\energy like tone
z.st.73.wav
Similar to above. Might fit with the Pellerator
z.st.75.wav
Heavy servo
z.st.77.wav
Motor like electric hum
z.st.78.wav
Forklift like sound
z.st.78.wav
As above
z.st.82.wav
Something turning on or moving. Perhaps related to the phonograph?
z.st.83.wav
Similar to above
z.st.84.wav
Reverse of above
z.st.85.wav
Pitch shifted version of above
z.st.86.wav
Unknown electrical tones
z.st.87.wav
Rough sounding alarm
z.st.88.wav
Unknown electronic scrambling like sound
z.st.89.wav
Unknown electronic passby\hum
z.st.90.wav
Phone like alarm\ring
z.st.91.wav
...A tiny flute? Related to music room?
z.st.92.wav
'Ding!'
z.st.94.wav
Electronic chime
z.st.95.wav
Similar to above
z.st.96.wav
Similar to above
z.st.97.wav
Similar to above
z.st.99.wav
Gunshots. These were used in earlier prototype builds for the extended television cinematic, for a news station.
z.st.100.wav
More gunshots until specified
z.st.101.wav
z.st.102.wav
z.st.103.wav
z.st.104.wav
z.st.105.wav
A laugh track, originally used for the Level Select screen in prototypes.
z.st.106.wav
As above
z.st.107.wav
Related to above
z.st.108.wav
Mechanical lift or motor
z.st.109.wav
Originally part of a background sound effects system that would randomly play these sounds throughout the game. This functionality can be seen in the games '397' prototype. Below files are a part of this set until otherwise specified.
z.st.110.wav
z.st.111.wav
z.st.112.wav
z.st.113.wav
z.st.114.wav
z.st.117.wav
z.st.118.wav
End of set of BG noises.
z.st.119.wav
Faster version of SGT restaurant empty sauce dispensing error
z.st.121.wav
Very tiny click
z.st.122.wav
z.st.124.wav
Electronic whir
z.st.125.wav
Electronic Whistle
z.st.126.wav
High-pitched version of above
z.st.127.wav
z.st.128.wav
Mecha-electrical moving?
z.st.130.wav
According to the FileMap of the prototype, this sound effect was for the PET "Closing"
z.st.131.wav
According to the FileMap of the prototype, this sound effect was for the PET "Opening"
z.st.132.wav
Rusty metal hinge, similar to, but not the same as the second class room porthole opening
z.st.134.wav
Many of the following are also part of the prototypes background sound effects system.
z.st.135.wav
z.st.136.wav
z.st.137.wav
z.st.138.wav
z.st.141.wav
z.st.142.wav
z.st.143.wav
End background sound effects.
z.st.144.wav
Unknown if related to above.
z.st.401.wav
Chime. According to the prototype FileMap, this was for the service elevator when it arrived at your floor. It's original filename would have been yourfloor.wav.
z.st.522.wav
z.st.801.wav
Low chime, similar to Marsintas bell
z.st.806.wav
Bell error