This is a sub-page of Luigi's Mansion (GameCube).
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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 |
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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#
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To do: |
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.