the cutting room mirror

Sounds

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This is a sub-page of Proto:Daikatana (Windows)/v0.10.

The majority of the sounds in 0.10 were not used for the final game.

Weapons#

Bolter#

The Bolter has a softer firing sound than it does in the final game.

This weapon's sound folder contains a lot of sounds hitting something called "arrowwetimpactx", where x is a number. These seem to be for hitting something wet or organic, as most of them are sploshy sounds. None of them are used in the prototype.

There are also two extra "arrowdrop" sounds not found in Milestone 2's weapon sound files.

There is also an unused “reload” sound that is not used in the prototype. It was removed in the final game.

Prototype

Final

Discus of Daedalus#

The Discus of Daedalus contains a few new sounds, which are for the ability to extend and retract the weapon’s blades and a new hit sounds, but it mostly uses sounds from Milestone 2. Its sound folder contains all of Milestone 2’s sounds as well.

Disruptor Glove/Disruptor Rod#

The Disruptor Glove does not have any nor play any sounds in 0.10, but its sound folder contains an archive of the sounds its predecessor, the Disruptor Rod, had. It contains sounds for attacking, pulling it out, putting it away, an ambient sound, and what might be the sound played when an enemy was hit by it.

Eye of Zeus#

The Eye of Zeus contains only two sounds; one is used for swinging the Eye, while the second is used when the Eye shoots lightning. Both of these were replaced with different sounds in the final game.

Of note is that the Eye’s sounds are in a folder called “handofzeus”, which is an older version of the Eye of Zeus. It seems they hadn’t updated its folder name when this prototype was compiled.

Prototype

Final

Prototype

Final

Glock 2020#

The Glock 2020 uses the same firing sound it did in Milestone 2. There are unused reload and empty gun sounds that only appears in 0.10’s files. Its sound folder also contains the unused firing sounds from Milestone 2 and the ricochet sounds from Milestone 2.

Ion Blaster#

The Ion Blaster uses a completely different set of sounds in 0.10. It also has less firing and ricochet sounds than it does in the final game.

Kineticore#

The Kineticore’s sound folder contains two firing sounds, both of which are essentially the same. They are very light and have little impact compared to the ones used in the final game. In addition, it has a single sound for the Kineticore’s orbs bouncing off of something, which is not used in the final game.

Prototype

Final

[we kcoreshoota.ogg

Nharre’s Nightmare#

Nharre’s Nightmare uses lower bitrate versions of the sounds used in the final game.

Novabeam#

The Novabeam’s firing sounds are much quieter and lack the impact the final firing sounds have.

There are two unused sounds found in its sound folder in 0.10 called “novabarrelin” and “novabarrelout”. Perhaps they were used for the barrel’s retracting animation when it fires at one point?

Prototype

Final

Prototype

Final

Poseidon’s Trident#

Poseidon’s Trident uses a much softer firing sound in 0.10. The sound played when the weapon is pulled out is very soft compared to the one in the final game as well.

The Trident’s sound folder contains two sounds not used in 0.10, “tridentreload” and “tridentreload2”. They both contain metallic-sounding textures. Perhaps they were related to how the Trident has new tips pop out of it in-between shots.

Prototype

Final

Prototype

Final

Ripgun#

The Ripgun uses a soft “pfft” firing sound in 0.10. There is also a more powerful-sounding fire sound seen in the game’s files that is unused.

A sound called "ripgunwallhit" can be found in its sound folder. Presumably, it would've been played if a shot from the Ripgun hit a wall, but it is never played when either a laser or grenade from the weapon hits a wall.

It uses the same grenade bounce sounds its predecessor, the Pulse Rifle, uses in 0.10.

Prototype

Final

Shockwave Cannon#

The Shockwave Cannon uses lower bitrate versions of the sounds the final Shockwave Cannon uses.

Prototype

Final

Sidewinder#

All of the Sidewinder’s sounds are different from the ones used in the final game. It contains a mixture of sounds used in Milestone 2 and ones unique to 0.10. None of them were used in the final game.

Silverclaw#

The Silverclaw has lower-quality versions of the sounds used in 0.10, but some of its impact sounds are taken straight from the Axe in Milestone 2, which confirms that the Axe evolved into the Silverclaw.

Prototype

Final

Slugger#

The Slugger does not have its own sound folder in 0.10. It uses the Shotcycler’s firing sound from Milestone 2 and 0.10 as a firing sound.

Prototype

Final

Venomous#

The Venomous uses completely different sounds in 0.10.

Old Weapon Sounds#

Inside the weapon sound folder is a folder called “_old_sounds”. This folder contains earlier sounds for several weapons. It contains sounds for weapons that did have sounds (Midas’ Golden Grasp) or existed in Milestone 2 (the Crossbow), but don’t in 0.10.

Axe#

_old_sounds has a folder for the Axe from Milestone 2, which was replaced by the Silverclaw in 0.10 and the final game.

C4 Vizatergo#

The C4 Vizatergo’s folder has the same sounds it has in Milestone 2.

Crossbow#

The Crossbow from Milestone 2 has a folder in _old_sounds. It has the same sounds it had in Milestone 2.

Discus of Daedalus#

The Discus has the same sounds from Milestone 2.

Disruptor Rod#

The Disruptor Rod has its own folder in _old_sounds instead of being a subdirectory for the Disruptor Glove, its successor. The folder contains a single sound called drodhit. A sound with the same name appears in the Disruptor Glove’s “old” folder, but it sounds completely different.

Of note is that disruptor is misspelled as “disrupter” in _old_sounds.

_old_sound

Regular sound folder

Dogapult#

_old_sounds has an empty folder called “dogapult”. This name seems to match with a joke weapon the team created early in development, which shot dogs at enemies.

Eye of Zeus#

The folder “hoz” (which stands for Hand of Zeus, an earlier incarnation of the Eye of Zeus) contains a single sound called “Thunder”, which sounds like, well, thunder. This sound does not match any sounds found for the Eye of Zeus in the prototype nor final game.

Glock 2020#

The Glock 2020’s folder contains sounds for ejected casings hitting the ground and the firing and reloading sounds from Milestone 2.

Ion Blaster#

The Ion Blaster’s folder in _old_sounds contains a firing sound not heard anywhere else.

_old_sound

Regular Sound Folder

Metamaser#

The Metamaser’s folder contains the same sounds it had in Milestone 2.

Midas’ Golden Grasp#

The Midas’ Golden Grasp has its own folder in_old_sounds, like it did in Milestone 2. It contains the same sound it had in Milestone 2 too.

Ripgun#

_old_sounds contains folders for both the Ripgun and its version in Milestone 2, the Pulse Rifle. They both have the same sounds.

Shockwave Cannon#

The Shockwave Cannon’s folder in _old_sounds contains sounds that are much different from the ones used in the prototype and the final game. It features additional sounds for the projectile fired by the weapon that are not used in either the prototype nor the final game.

_old_sound

Regular Sound Folder

Shotcycler#

The Shotcycler has the same sounds it had in Milestone 2.

Shotgun#

The folder “shotgun” in _old_sounds contains the Rocket Launcher firing sound from Quake. Milestone 2 contains the same folder with the same sound effect in it.

Sidewinder#

The Sidewinder’s folder has two firing sounds for the Sidewinder that go unused. One of them uses the same file name the used sound in the prototype has.

_old_sound

Regular Sound Folder

_old_sound

Regular Sound Folder

Enemies#

A majority of enemy sounds in this prototype are different than they are in the final game. However, some were used in the final game, all of them having their bitrate increased and some of them being modified in other ways as well.

Note that most human enemies are voiced by a single voice actor, probably a developer because of how crude and simple they are.

Battleboar#

The Battleboar contains a mixture of sounds unique to the prototype and ones that were reused for the final game, but with a higher mix rate.

Prototype

Final

Prototype

Final

Black Prisoner#

The Black Prisoner contains very simple sounds using the same voice actor most of the other human enemies sound use. He only has a single sound for each action, like spotting the player and attacking, while the final gives him a lot more. None of his 0.10 sounds were used in the final game.

His attacking sound is unused in-game in 0.10 due to AI coding problems that prevent him from attacking the player.

This enemy’s sound folder contains a subdirectory called “old” that contains his sounds from Milestone 2.

Buboid#

The Buboid has the same sounds he had in Milestone 2.

Cartyd Column#

The sound folder for the Cartyd Column enemy exists, but is empty in 0.10.

Centurion#

The Centurion has the same sounds he has in 0.10.

Cerberus#

Cerberus’ sounds are mostly unique to 0.10, but a small amount were touched up and reused in the final game, mainly by changing the bitrate. One of his sight sounds was given an extra snarl while having its bitrate increased. Interestingly, his death sound in 0.10 was reused in the final game as his pain sound.

Prototype

Final

Prototype

Final

Prototype Death Sound

Final Pain Sound

Chaingun Gangster#

The Chiangun Gangster gained a few sounds from Milestone 2. he now has proper death, player spotting, wandering, and pain sounds. Oddly, his wandering and player spotted sounds do not play in the prototype itself when he does those actions.

None of these sounds are used in the final. In fact, he only has one sound for each action, like spotting the player, but the final gives him more for each one.

Crox#

The Crox enemy has the same sounds he has in Milestone 2.

Cyclops#

The Cyclops enemy has a single sound in 0.10, which is for his attack. It sounds like a heavy punch.

Doombat#

The Doombat uses the same sounds he did in Milestone 2.

Dwarf#

The Dwarf has different attack sounds in 0.10. The rest of them are lower-quality versions of sounds used by the Dwarf in the final game.

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

Female Gangster#

The Female Gangster now has proper sounds, unlike Milestone 2. Her death and pain sounds seem to be from sound libraries, while her player spotted and idle sounds appear to be from the same person that did the rest of the human enemy sounds, but pitched up to sound more feminine. Her attack sound is completely different from the one used in the final game.

The temporary sounds she used in Milestone 2 are still in her sound folder in 0.10.

Prototype

Final

Prototype

Final

Prototype

Final

Fletcher#

The Fletcher has completely different sounds in 0.10. His death, pain, idle, and player spotted sounds were recorded by the same person that did a majority of the human sounds in 0.10, so they’re quick grunts and single words. He does not speak Norwegian like he does in the final game. The final game uses his second death sound, but with a higher bitrate and the end cut off by a bit.

He has several attack sounds. The first one is straight from his Milestone 2 soundset, but has a different name. The other two are the Milestone 2 firing sounds, but with different effects at the start of them. The third one has a slightly different start than the second one does. In-game, he uses the first one.

His sound folder contains three leftovers from the sounds used in Milestone 2, fletcherattack1, fletchersight3 and fletcherwander3. His sound folder also contains a subdirectory that contains a backup of all his Milestone 2 sounds.

Prototype

Final

Froginator#

Most of the Froginator’s sounds are the same as they are in the final game, but with a lower bitrate. The exception is his first death sound, which is a completely different sound in 0.10 compared to the one used in the final game. His idle sounds are all-new sounds in 0.10 as well.

Note that he lacks the spit sounds the final one has because he does not have a projectile attack in 0.10.

His sound folder does not have a sound for him swimming, but one was added in the final game.

Griffon#

The Griffon’s sounds are the same as the ones used in Milestone 2.

Harpy#

The Harpy has the same temporary sounds she has in Milestone 2.

Inmater#

Most of the Inmaters sounds are the same as the ones in Milestone 2. However, he has gained a few new ones since Milestone 2 was compiled. 0.10’s Inmater has an idle sound, a sound for one of his arms, an extra sound for his drill, and a walking sound not heard in Milestone 2 nor the final game.

He also has soundclips for his ultimately-cut “kill prisoner” sequence. There are two sounds that would be played when he decides to kill a prisoner, a sound used when a prisoner is getting gibbed by him, and a sound that would play when he is done. There is also an earlier sound clip for when he completed his sequence that uses a different audio overlay than the “main” one.

Labworker#

The cut Labworker enemy has a full set of sounds in this prototype. His sounds are a man talking with a radio-style distortion added over his voice. Unfortunately, he cannot be fought, so it is impossible to hear them in-game.

His idle sound is the same as one of the idle sounds used by the Cyrotech enemy in the final game, but with a lower bitrate.

Prototype

Final

Lycanthir#

The Lycanthir uses the same sounds he has in Milestone 2.

Monkey#

Most of the sounds for the Monkey enemy were cut from the final game, but one of his idle sounds, one of his death sounds, and both of his player spotted sounds were reused in the final game, mostly with the bitrate being bumped up. The reused death sound was cut a little bit near the end, the first player spotted sound was given a bit of reverb in addition to a higher bitrate, while his second player spotted sound was expanded on.

Prototype

Final

Prototype

Final

Prototype

Final

Prototype

Final

old_sounds#

The “monsters” folder contains a subdirectory called “old_sounds”. In it is a folder called “froginator”, which contains the sounds the Froginator had in Milestone 2.

pipegang#

The folder “pipegang” contains all of the sounds for the Pipebomb Gangster enemy from Milestone 2. There are no other traces of this enemy in 0.10.

Plague Rat#

The Plague Rat has the same sounds he had in Milestone 2.

Ragemaster#

The Ragemater has a full set of sounds, but they are all different from the ones used in the final game. These clips show that the Ragemaster made simple mechanical noises instead of having a proper voice like he does in the final game. His player spotter sounds were the same as his idle ones, but with an alarm playing at the same time the regular idle sound plays. None of these sounds were used in the final game.

Prototype

Final

Prototype

Final

Rocket Gangster#

The Rocket Gangster has a few sounds in this prototype, but none of them were used in the final game. His player spotted and idle sounds are monster-like grunts, his pain sound is a simple grunt, while his death sound is similar in style to the ones used by the Fletcher in 0.10.

He has four additional sounds for his rocket launcher compared from the two he had in Milestone 2, but all of them are based on rocketdudeattack1 from Milestone 2.

His sound folder contains all of the sounds he had in Milestone 2, including the temporary ones.

The final game uses none of the sounds and gives him a lot more player spotted, pain, and idling sounds than he has in 0.10.

Rotworm#

The Rotworm uses the same sounds he had in Milestone 2.

Satyr#

The Satyr has two sounds in his sound folder in 0.10; an attack sound and a scream. The attack sound is very similar to the one used by the Cyclops in 0.10, while the scream sound uses a different style than the voice style the Satyr has in the final game. None of these are played in 0.10 itself when facing a Satyr.

The scream is used by a Satyr in a Daikatana trailer made in 1997.

Skeleton#

The Skeleton uses the same sounds he uses in Milestone 2. His sound folder also has the same sounds it has in Milestone 2 as well.

Sludgeminion#

The Sludgeminion uses higher-quality versions of the sounds he uses in Milestone 2 and the final game. Oddly, his death sound is of much higher quality than the one used in the final game, while the others are of lower quality.

Spider#

The Spider has the same sounds the Milestone 2 Spider has.

Tentaclor#

A sound folder for the Tentaclor exists, despite him no longer being in the game. It contains the same sounds his folder had in Milestone 2.

Thunderskeet#

The Thunderskeet still uses the same temporary sounds he has in Milestone 2.

Trak#

The folder “trak” contains two sounds for the Trakattack, an early version of the laser turrets seen in the final game. The first one, trakattack1, is the same as the firing sound used by the Metamaser in Milestone 2, while the second, trakhit1, is the sound used when a Metamaser’s laser hits an enemy or the player in Milestone 2.

Uzi Gangster#

The Uzi Gangster’s sound folder has the same sounds he has in Milestone 2.

Venomvermin#

The Venomvermin has a folder containing sounds for the enemy, even though he cannot be fought in 0.10. All of them are different from sounds used in the final game.

White Prisoner#

The White Prisoner’s sound folder from Milestone 2 is in 0.10 as well.

Incidentally, this is the only sign of the White Prisoner in 0.10 at all.

NPCs#

Episode 1 Prisoner#

The Prisoner NPC seen in Episode 1 has completely different sounds than he does in the final game. They appear to be the same type of grunts and screams (but not the same) used by the rest of the human enemies in the prototype.

His death sound in 0.10 was given a higher bitrate and put in the final game’s files, but goes unused because he never uses it when killed.

Prototype

Final (Unused)

Ferryman#

The Ferryman’s sound folder has the same sound it does in Milestone 2.

Mikiko#

The contents of Mikiko’s sound folder are the same as the sound folder she has in Milestone 2.

Priest#

While not seen in 0.10, he has the same single sound he did in Milestone 2.

Superfly#

Superfly’s sound folder has the same sounds his sound folder in Milestone 2 has.

ambience (sic)#

The ambience (sic) folder contains the same contents it has in Milestone 2.

artifacts#

"artifacts" has the same sounds it has in Milestone 2.

backup#

"backup" has the same content it has in Milestone 2.

cin#

The folder “cin” contains various odd sounds, mostly of the developers saying silly things. Based on its name, these sounds were likely used for the cinematic system at one point.

doors#

The “doors” folder contains the same sounds it has in Milestone 2. However, the folder for Episode 2’s door sounds contains a compiled E2M5 dating from October 1997. For more information about the level, see the Episode 2 levels sub-page.

engine#

"engine" contains the same sounds it has in Milestone 2.

explosions#

"explosions" has the same sounds it has in Milestone 2.

global#

The global folder is new to 0.10. It features copies of the Goldensouls sounds, the unused health and item pickup sounds from Milestone 2, and the sound that plays whenever someone sends a message in Quake’s multiplayer mode. The latter is used in the prototype.

items#

"items" contains the same sounds it had in its Milestone 2 version.

"menu" contains sounds for the menu. A majority of these sounds were reused in the final game, but with a higher bitrate.

The folder contains earlier versions of the option select sounds with “.old” at the end of their filenames. By removing “.old”, they can be heard like any other sound. These sounds are simple beeps, which contrast heavily with the more industrial-sounding button select sounds used in 0.10 and the final game.

The folder contains a computer background hum called “tone” that does not play in 0.10’s menu.

A backup of the sounds used in Milestone 2’s menu can be found in the “old” subdirectory found inside the menu folder.

Prototype

Final

misc#

The misc folder contains all of the sounds found in Milestone 2’s misc folder, but also has two new sounds not seen in Milestone 2, debris1 and debris2. Based on their names, they were probably meant to be played when debris was bouncing around.

placeholders#

The placeholders folder contains the same placeholder sounds it had in Milestone 2.

player#

0.10 uses the same player sounds that Milestone 2 has, but adds two extra ones, playerforce1 and playerforce2. Playerforce1 is the first part of playerdeath1 mixed with an electric bzzt sound, as if he’s being fried by something. Playerforce2 is the clip from playerdeath1 heard in playerforce1, but with a loud, thumping electrical sound played over it.

quake#

0.10’s sound folder contains an empty directory called quake. The same folder appears in Milestone 2, also with nothing in it.

shared#

"shared" has the same contents it does in Milestone 2.

special#

The special folder contains a new sound called “roomrotate”, which features something moving while grinding against something else. Otherwise, it contains the same contents it did in Milestone 2.

voices#

The voices folder from Milestone 2 and all of its contents are in 0.10 and are still completely unused.

Other#

Sounds that don’t fit anywhere else.

tickcam#

Inside the root sound folder is a sound file called “tickcam”. It’s a character saying “Keen! The tickcam” with a rubber band smacking in the background. It appears to be taken from the Heroes episode of the cartoon The Tick, since that episode of the cartoon has the same line in it.1

References#


  1. https://www.springfieldspringfield.co.uk/view_episode_scripts.php?tv-show=the-tick-1994&episode=s02e08↩︎