the cutting room mirror

Music

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This is a sub-page of Proto:Super Mario 3D Land/Audio Differences.

General#

A list of streams that are missing from this build:

STM_BGM_CLOCK_TOWER
STM_BGM_ATHLETIC
STM_BGM_BEACH
STM_BGM_BOSS_PUNPUN
STM_BGM_CASTLE_A
STM_BGM_CASTLE_B
STM_BGM_CASTLE_B_FAST
STM_BGM_CASTLE_B_HEAT
STM_BGM_CASTLE_B_HEAT_FAST
STM_BGM_DEMO01_A
STM_BGM_DEMO01_B
STM_BGM_DEMO02_A
STM_BGM_DEMO02_B
STM_BGM_DEMO03_A
STM_BGM_DEMO03_B
STM_BGM_DEMO04_A
STM_BGM_DEMO04_B
STM_BGM_DEMO05
STM_BGM_DESERT
STM_BGM_DOTCOIN
STM_BGM_ENDING
STM_BGM_GHOST
STM_BGM_GOAL_02
STM_BGM_GOAL_03
STM_BGM_GOAL_03_B
STM_BGM_JG_COURSEIN
STM_BGM_KINOHOUSE
STM_BGM_KOOPA_01
STM_BGM_KOOPA_01_FAST
STM_BGM_KOOPA_02
STM_BGM_KOOPA_02_FAST
STM_BGM_MANEC
STM_BGM_MANEC_FAST
STM_BGM_RAREROOM
STM_BGM_SNOW
STM_BGM_SNOW_FAST
STM_BGM_STAFF_ROLL
STM_BGM_TRUCK_A
STM_BGM_TRUCK_B
STM_BGM_TRUCK_B_FAST
STM_BGM_WORLD1_A
STM_BGM_WORLD1_B
STM_BGM_WORLD2_A
STM_BGM_WORLD2_B
STM_BGM_WORLD3_A
STM_BGM_WORLD3_B
STM_BGM_WORLD4_A
STM_BGM_WORLD4_B
STM_BGM_WORLD5_A
STM_BGM_WORLD5_B
STM_BGM_WORLD6_A
STM_BGM_WORLD6_B
STM_BGM_WORLD7_A
STM_BGM_WORLD7_B
STM_BGM_WORLD8_A
STM_BGM_WORLD8_B
STM_BGM_WORLD8S_A
STM_BGM_WORLD8S_B
STM_JG_KINO_GIFT_GOLD
STM_JG_KINO_GIFT_SILVER

A list of streams that exist as an entry, but the data is not present. Forcibly playing either crashes the game.

STM_MULTI_TEST_ALL
StmTestDemoBoss
StmTestBeatF
StmTestBeat
StmTestBeatSand
StmTestBeatSand2
StmTestBeatSand2Fast
StmTestBeatSand2Slow
StmTestStartFanfare
StmBossKoopa1
StmTitle
StmTestBeatAthre
StmTestBeatAthreF

The absence can be explained by developers attempting to shrink the rom size, removing files that wouldn't see use in this demo build.

Differences

  • The "Fast" version of the level themes (when the timer speeds up) start off with the main melody of the track, rather than starting the whole song over.
  • All fast themes in the prototype are missing their first measures (the lead in parts of each track). In the final, said measures are included, however unlikely they are to actually play in-game.
  • The "Hurry Up!' version of any level's music starts with only 50 seconds remaining, as opposed to 100.

Main Overworld#

The first level's theme sounds...different. That's because the main theme has some differences between the demo and final, some of which are, slightly different timing between the demo and the final, the demo is a bit slower, and the demo version has slightly different instrumentation, such as louder trumpets. These differences also affect the fast version.

STM_BGM_FIELD_WALK

Prototype

Final

STM_BGM_FIELD_WALK_FAST

Prototype

Final

Main Underground#

The underground theme seems to be of the same mix as the final release, but with much more subtle reverb/echo on the whole track. These differences, again, affect the fast version.

STM_BGM_CHIKA

Prototype

Final

STM_BGM_CHIKA_FAST

Prototype

Final

Sky Panel#

The Sky Panel theme may be identical, but the volume is slightly lower compared to the final. These differences, yet again, affect the fast version.

STM_BGM_SKYPANEL

Prototype

Final

STM_BGM_SKYPANEL_FAST

Prototype

Final

Miniboss#

The demo version's miniboss theme is not an original composition, it's actually the boss theme for Peewee Piranha from Super Mario Galaxy 2! Interestingly, the fast version of the track in the prototype is just a sped-up version of the regular track, not a different composition like Super Mario Galaxy 2's is during said boss fight.

STM_BGM_BOSS_BUNBUN

Prototype

Final

STM_BGM_BOSS_BUNBUN_FASTs

Prototype

Final

Super Star#

The beginning of the Super Star theme has less bass, as well as some additional sound effects.

STM_BGM_MUTEKISTAR

Prototype

Final

Lose a Life#

Now with 25% more banjo, the last parts of the theme has no banjo in the final.

STM_BGM_JG_MISS

Prototype

Final

Unused

SsTestTitle and SsTestNoteObj#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Perhaps is this from the 3DS version of Ocarina of Time?

There are two song entries in the sound data file, both of which play the same Kakariko Village's theme from The Legend of Zelda: Ocarina of Time with the label SMF_07NA_BGM_TITLE.
These sequences may have been used for testing the note object, as the filename is named using the same naming scheme used by the note object songs in the final version of the game. Its noteworthy that SsTestNoteObj has a special behavior, which has a small condition check scattered through the whole sequence, if true, it will pause the music, and wait for the condition to become false.

StmDummy#

A copy of the Super Star theme, which can also be found in the final (albeit updated).

SS_EM#

A few test sounds, likely intended for testing Enemy Movement, given the "EM" in the name. These also exist in the final version.

SS_EM_TEST_VARIABLE#

A simple sound, perhaps indicating a finished test.

SS_EM_LV_TEST#

A simple song, whose two tones never stop. It is worth noting that this is used in the fallback/default group in SoundData/SoundDataBase/SoundEmitArea.byml and SoundEmitObj.byml, but it never plays under normal circumstances.

SS_EM_LV_TEST_VARIABLE#

A simple song, similar to above, but lower in pitch.

SeSyBeatTestBgm, SsNoteObjTest and SsNoteObjTestLong#

SeSyBeatTestBgm is split in parts, while SsNoteObjTest and SsNoteObjTestLong have a condition check, when true, will play the next section each time. Interestingly enough, when properly stitched together, they create a short remix of the Underground theme. Label is SMF_rp_Onpu_BGM01.

SeSyBeatTestBgm1_1 and SeSyBeatTestBgm1_2#

SeSyBeatTestBgm1_3#

SeSyBeatTestBgm1_4#

SeSyBeatTestBgm1_5#

SeSyBeatTestBgm1_6#

SeSyBeatTestBgmStop#