the cutting room mirror

Unused Sounds

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This is a sub-page of Disney's Stitch: Experiment 626.

Sound clips which can either be dialogue, battle grunts or other sound effects. The clips on this page aren't associated with any other unused elements. Sound effects associated with unused objects can be found here and sound effects associated with unused animations can be found here.

Dialogue#

Jumba#

Sound File

Header/Filename

Line

Notes

JBxtr109

You can adjust your controls in the Options menu.

Likely refers to jetpack controls.

JBxtr113

Oh ho ho! Bonus rings! You can do those too, if you choose.

Referencing jetpack rings.

JBxtr121

The power generator! Destroy it and you will be able to make your way through the ship more safely.

Likely refers to the unused machine with the internal name OMPWRDD that would have appeared in "Error #626".

JBxtr35a

Invulnerability! Quickly 626, now you have the advantage!

JBxtr36a

Use the right trigger to fire the seeking rocket.

Rockets are fired with the triangle button, not the right trigger.

JBxtr57a

Those are War Frogbots. 626, you must use the Freeze Gun if you wish to destroy them.

There are no enemies that can only be defeated with the Freeze Gun.

JBxtr67a

That's it, throw them off the cliff! Hahaha!

JBxtr83a

Quickly, pick him up and throw him back into the electricity!

A reference to the second boss who cannot actually be picked up.

JBxtr85a

I got him! Quickly, 626, hit him before he thaws out!

Intended to be used the first time Jumba would freeze Gantu in the third boss battle.

JBxtr87a

Sorry about that, 626, this weapon must be a prototype.

May have been intended to be used when Jumba would accidentally freeze Stitch in the Gantu battle.

JBMOV01.VAG

You're all mine!

JBTIP28.VAG

Move quickly, 626! You don't have much time!

Dr. Habbitrale#

Sound File

Header

Line

HBcbt08

This defeat will humiliate you for the rest of your life. All five seconds of it. Ha ha ha!

HBcbt12

Could you hold still for one moment? I need some data on massive pain.

HBcbt5a

Ha! Waste your time shooting me there. See how heavily armored Irobs are?

HBhit08

Hmm, lets see. Page 492. Operating the Irob refrigerator veggie fresh system. Oh!

HBpau01

Giving up so soon, mutant?

Experiment 621#

Sound File

Header

Line

Notes

61DES01a

Think you're so tough. Can't even destroy that object. Ha!

Intended to be used if the player couldn't find the teleporter at the end of the "Soldier Trail" level.

Soldiers#

Sound File

Header

Line

SDale01

Hello?!

SDdef04

I can't swim!

SDhea01

What was that?

sdigdef3

There goes the promotion.

sdigidl2

Where's the safety on this thing?

SDrnd01

Hey! What's going on?!

SDrnd02

I'm feeling dizzy.

SDidl04

(yawning)

sdigidl1

(whistling)

sdigidl3

(humming)

SDzzz01

(snoring)

Two conversations consisting of a number of dialogue clips:

Sound File

Header

Line

SDscr01

Hey, how's it goin'?

SDscr02

Eh, Gantu's all in a huff.

SDscr03

Why? That mutant thing?

SDscr04

Nah, he hit his head on another door.

Sound File

Header

Line

SDscr05

Hey, nice armor.

SDscr06

Thanks.

Heavy Soldiers#

Sound File

Header

Line

HSdef01

Temporary setback.

HSdef02

Get me to the medic!

HSdef03

Not possible.

HShea01

Huh?

HSrun01

Retreat!

HSscr05

Open up this door!

HSdef05

(screaming)

HSdef06

(screaming)

Police Cruisers#

Sound File

Header

Line

MGTRG02

Attention all cars... Cease movement!

Battle Grunts#

Stitch#

Sound File

Header

66sgh02

66spr01

66spr02

66ylp02

66ylp03

Mutated Experiment 621#

Sound File

Header

Notes

61PCK01

Header indicates it would have been used when he was picked up.

61RND05

These lines are all heard in-game pre-mutation without the sound distortions.

61RND06

61RND07

61RND08

61RND09

Gantu#

Sound File

Header

Notes

GTdef02

Header indicates it would have been used when he was defeated.

700s#

Sound File

Header/Filename

Notes

70idl01

Adjacent sound files indicate that these may have been intended for the hatchlings. The headers of the first three sound effects indicate they would have been used when idle, while the fourth sound effect's header indicates it would have been used when picked up.

70idl02

70idl03

70pck02

70VATK02.VAG

Intended for the fully grown 700s.

70VHRT03.VAG

Buzzers#

Sound File

Filename

Notes

BZDFET04.VAG

Filename indicates this would be used for Buzzers when they were defeated.

There are two other sound effects associated with Buzzers, also probably intended for when they were defeated:

Sound File

Filename

BZDFET02.VAG

BZDFET03.VAG

Mutant Greemas#

Sound File

Header

Notes

MGvic01

The header indicates it would have been used after defeating the player.

The mutant Greemas also have two unused punching sound effects:

Sound File

Filename

GRHIT01.VAG

GRHIT02.VAG

Others#

Sound File

Filename

Notes

AOACOR01.VAG

Folder location and file data indicate that these would have been used for an unknown object in the "Soldier Trail" level.

AOACOR02.VAG

BCKWRD01.VAG

Probably intended to be used in a menu screen.

FROGHIT1.VAG

A sound effect intended for the Frogbots.

HSTELE01.VAG and TELEPORT.VAG

Two identical sound effects, one for soldiers and another for heavy soldiers. They would have been used when soldiers teleported into battle, and are used in the March 28 prototype.

OJNEST01.VAG

Filenames indicate these would be used for the Buzzer nests.

OJNEST02.VAG

OJNEST03.VAG

OMPSTNLP.VAG

Located in a folder titled OMPSTN. File data indicates it would have been used in the "Stitch in Space" level.

OMRKSPN1.VAG

Located in a folder titled OMRACK. File data indicates they would have been used in the "Stitch in Space" level.

OMRKSPN2.VAG

OMRKSTP1.VAG

OMRKUP01.VAG

PGENON01.VAG

Sound effects for an unknown object.

RESPAWN.VAG

Very similar to the sound effect which plays when a Squidbot resets.

RICOCHE2.VAG

Filename is very similar to the one used for the sound effect which plays when an enemy is hit with a plasma gun but is immune to the shots.

STRESPAW.VAG

Unknown purpose.

TOGGLE01.VAG

Probably intended to be used in a menu screen.

All the soundbanks containing Stitch's grunts include three electric guitar and drum samples. They would have been used when the player activated a checkpoint, and are used in the March 28 prototype. Their frequency is 44100Hz while all other samples in these files are 11025Hz.

Sound File

Header

rock01

rock03

rock04