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Unused Audio

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This is a sub-page of Luigi's Mansion (GameCube).

To do:
''

  • The Japanese soundbanks have a large sum of unique, unused E. Gadd voice cues, all of which are shorter than the used variants, they need to be uploaded somehow
  • Luigi has said stuff we didn't even pick up on... find the rest and upload it
  • Unused 8-bit jingle. Also exists in the 3DS version as JA_SE_SYS_CALL_FROM_DOCTOR (label SY_CALLDct0).
  • Some other, less early, unused E. Gadd voices?
  • Add the IDs for the sounds

Internal Music Names#

A few of the internal names in Luigi's Mansions music archive are rather uniquely named. In particular, the "Game Over" theme is calledGoodNight, the main mansion theme is titledLuigiSingsand the music pieces for ghost-catching are titledFishing_EventandFishing_Zako'.

Unused Music#

Totaka's Song#

Japanese Audio

International Audio

Internal Name

ID

PianistQuiz03

0x4

In international versions of Luigi's Mansion, Totaka's song is played on a piano; in the Japanese version the song is completely different. Melody would've played it. This can be seen in the internal name, which is PianistQuiz03. The used piano songs are named PianistQuiz01 and PianistQuiz02. '01' is the SMB1 Underwater theme, and '02' is the SMB3 Athletic theme.

Observatory#

Audio

Internal Name

ID

Room_Space

0x20

Going off of this track's internal name, Room_Space, this might've played in the Observatory, perhaps after looking through the telescope. What supports this idea is the room's stars all having the label spaceroom in their filenames.

Total Score#

Audio

Internal Name

ID

Total_Score

0x23

This track is just a non-looping version of "Room_Space", and its ID is right after Total_Picture, the song played on the results screen. It's likely that this song was going to play when your treasure gets counted up.

Super Mario Bros. Theme Fanfare#

Audio

Internal Name

ID

TelesaDemo02

0x30

A nice little jingle of the Super Mario Bros. Theme. It's called TelesaDemo02 internally. Teresa is what the Boos are called in Japanese, and TelesaDemo01 is the song that plays during the intro to the Boolossus fight.

"Bottom of the Well" Drumbeat#

Audio

Internal Name

ID

Demo_Lion1_2

0x46

This little drumbeat is internally called "Demo_Lion1_2". "Demo_Lion1_1" is the music that plays the first time Luigi peers into the Secret Altar from the Bottom of the Well, seeing Mario trapped in a painting. This drumbeat was likely intended to be a follow-up track.

Unused SMB Theme#

An unused version of the Super Mario Bros. theme exists in the game's files. The audio is only playable from the Japanese version, likely due to missing instruments in other versions. Likely an early version of the Super Mario Bros. theme that plays in the Conservatory.

Audio

Internal Name

ID

Mario

0x01

(Source: sunn)

Unused track in Conservatory SMB Theme#

In the rendition of the Super Mario Bros. theme that is played in the Conservatory, there are two additional horn tracks that go unused. These tracks only contain playable data in the Japanese version of the game.

Unused Tracks Only

Full Version w/ Unused Tracks

(Source: sunn)

Luigi#

I got you!#

Audio

Soundbank

ID

LuiSec1_0

0x57

Luigi: "I got you!"

Luigi Gotcha!#

Unused

Used

Soundbank

ID

LuiSec1_0

0x30

Luigi saying "Luigi gotcha!". Luigi does say "gotcha" in-game, however he says it with more enthusiasm, and doesn't say his name at the beginning.

Nice Doggy!#

Audio

Soundbank

ID

LuiSec1_0

0x16

Luigi: "Oww owww! Nice doggy! Nice doggy! Pet! Pet!"

Presumably, this was meant for when Spooky bites Luigi and the player is trying to shake the pooch off. The "ow" noises he makes were reused for when Luigi gets burned in Super Mario 64 DS. This voice clip was later used in a trailer of the 3DS remake, but not in the actual game.

Hang on, Mario!#

Audio

Soundbank

ID

LuiSec1_0

0xdd

Luigi: "Hang on, Mario!"

The sound is found among the ending sound effects. it was likely going to be used in the ending cutscene when Mario was extracted from the portrait in the final cutscene.

  • This sound is found only in the Japanese version.

Phew#

Audio

Soundbank

ID

LuiSec1_0

0x1b

Luigi: "Phew, Mamma Mia."

Presumably, an alternate sentence for Luigi after all the Boos escaped.

Luigi Noises#

Audio

Soundbank

ID

LuiSec1_0

0x5f

Luigi: "Oh-woh-woh-woh..."

Poor Luigi sounds very out of it.

  • This sound is found only in the Japanese game's files.

Audio

Soundbank

ID

LuiSec1_0

0x15

Luigi: "Ya-ha-ho-wow..."

This audio track was likely going to play while Luigi is being damaged by fire.

Audio

Soundbank

ID

LuiSec1_0

0x6e

Luigi shivering.

This noise was probably intended for Luigi being in the Cold Storage, the only notably "cold" area in the game.

  • This sound is found only in the Japanese game's files.

E3 "Scare Ghost" Scare Scream#

Audio

Soundbank

ID

LuiSec1_0

0x55

This was Luigi's scream when the "Scare Ghost" scared him in the E3 2001 demo.

Mario#

Mario's Cut-off Ending Voice#

Audio

Soundbank

ID

LuiSec1_0

0xd4

This sound is used when Mario is shot out of the Portificationizer in the ending. It seems like it could have worked for when Mario was in the tank, but likely used because of the muffling for when Mario is facedown on the ground. However, right at the end when Mario is calling for Luigi, the sound gets cut off.

Ghosts#

Gold Ghost#

Audio

Soundbank

ID

LuiSec2_0

0x1

LuiSec2_0

0x9c

Failed scaring sounds from the unused EnFrighten attack.

Purple Puncher#

Audio

Soundbank

ID

LuiSec2_0

0x89

LuiSec2_0

0x80

LuiSec2_0

0x82

Sounds from the unused EnFrighten attack.

Audio

Soundbank

ID

LuiSec2_0

0x88

Unknown sound.

Blue Twirler#

Audio

Soundbank

ID

LuiSec2_0

0x97

LuiSec2_0

0x98

LuiSec2_0

0x96

Sounds from the unused EnFrighten attack.

Grabbing Ghost#

Audio

Soundbank

ID

LuiSec2_0

0xd0

An appearing sound from the unused EnFrighten attack.

Sampled Sound Effects#

Female Speech#

Audio

Soundbank

ID

LuiSec2_0

0x13d

An edited sample of a female voice, taken from the file "BAD ACID.WAV" found in Spectrasonics' Distorted Reality 1 sample library, in the folder "TRASH TALK" on Partition I.

BAD ACID.WAV

Whizzing Noise#

Audio

Soundbank

ID

LuiSec2_0

0x11b

A electronic-sounding whizzing noise.

Sliding Sounds#

Audio

Soundbank

ID

LuiSec2_0

0x140

LuiSec2_0

0x142

A couple of sliding sounds.

Music Cues#

The majority of these musical cues are too ambiguous to infer their original purposes. Some are sampled for the game's music.

E3 2001 Title Sound#

Audio

Soundbank

Wave ID

Sequence ID

Sequence Name

Sequence Category

LuiSe2_0

0x1

0x3805

JA_SE_SYS_TITLE_BGM

JA_CAT_SYSTEM

The E3 2001 title screen sound.

Minigame Fail Jingle#

Unused

Used

A low quality version of the sound that plays when you fail a minigame. The used version is higher quality, and available in the sound banks.

E. Gadd#

To do:
Make this look nicer, 113 more E. Gadd sequences leftover from E3 need to be added

Laughing#

E. Gadd laughing.

Short Samples#

A collection of short unused sounds E. Gadd could have made. He doesn't sound very energetic in these clips.

  • These sounds are found only in the Japanese game's files.

Early Parlor Cutscene Leftovers#

These are early audio sequences left over in the game which can be heard in early E3 demo footage during the Parlor cutscene.

  • The sounds have leftover event tags to call them.
  • These sounds are found only in the Japanese game's files.

JA_SE_DCT_VO_TUTORIAL1

Unfortunately a bit glitchy.

JA_SE_DCT_VO_TUTORIAL2

JA_SE_DCT_VO_TUTORIAL3

JA_SE_DCT_VO_TUTORIAL4

JA_SE_DCT_VO_TUTORIAL5

JA_SE_DCT_VO_TUTORIAL6

JA_SE_DCT_VO_TUTORIAL7

JA_SE_DCT_VO_TUTORIAL8

(Source: Squid Tailbash, Xayr, Sunn)

Egadd call at the end of the E3 Demo#

These are early audio sequences left over in the game that were implied to be used at E3 2001.

JA_SE_DCT_VO_TIMEOVER0

JA_SE_DCT_VO_TIMEOVER1

JA_SE_DCT_VO_TIMEOVER2

JA_SE_DCT_VO_TIMEOVER3

JA_SE_DCT_VO_TIMEOVER4

JA_SE_DCT_VO_TIMEOVER5

Duplicate of JA_SE_DCT_VO_TIMEOVER0.

JA_SE_DCT_VO_TIMEOVER6

No sound- likely deleted.

(Source: Squid Tailbash, Xayr, Sunn)

Unheard Segments#

Bowser Introduction Ending#

The introduction theme for King Boo and Bowser actually lasts for 40 seconds, but gets cutoff at the 34 second mark by the boss theme. It can fully be heard in-game if you pause just as soon as the final boss starts.

Super Mario Bros. Ending#

The Super Mario Bros. theme played in the conservatory has an actual ending in the form of the "Game Over" jingle, which gets cut off by the loop.

Baby Room#

BabyRoom is the theme that plays when talking to Chauncey for the first time. While the song itself is not unused, it nonetheless contains a portion that is never heard in-game.