This is a sub-page of Mario Kart 7.
Unused Music#
Sequenced (MIDI) version of Time Trials start fanfare#
This is a sequenced (MIDI) version of the fanfare that plays when starting a Time Trial. Sequenced starting fanfares are used in Download Play, for the racer who isn't playing with a cartridge. However, Time Trials is not available when playing from Download Play, so this goes unused.
Its filename is SEQ_FANFARE_START_TA.bcseq, and it's located from 0x7683C0 to 0x7687DF in the file /Sound/ctr_dash.bcsar in the RomFS.
Enable the code below and start a Time Trial to hear it:
USA Rev1 |
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Gateway Code |
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(Gateway Code: Ro)
Unused Battle Mode Frontrunning Beats#
The songs used in the arenas in Battle mode have frontrunning beats that are never used, however only the nitro track ones were synced. The nitro tracks' bpm is 169 for the normal version, and the final minute's bpm is 185. All the retro tracks use a default 120 bpm for both the normal and final minute versions. All of the offset start points are 0. Mockup versions were made only for the nitro tracks, since the retro ones weren't synced.
Honeybee Hive#
Honeybee Hive (Final Minute)#
Sherbet Rink#
Sherbet Rink (Final Minute)#
Wuhu Town#
Wuhu Town (Final Minute)#
(Mockups: TZ Gaming)
Unused Watch Race Frontrunning Beats#
The watch race bgm when viewing players online before joining a race, has unused frontrunning beats, possibly meant for when viewing the player in 1st. However, just like the retro battle tracks, it's bpm is 120 and the offset start point is 0, so it's not synced with the bgm.
Unused Sounds#
Rainbow Road#
Chain Chomp#
All of the sound effects Rainbow Road uses were ripped directly from Mario Kart Wii, even an early sound from the game. However, most of the Chain Chomp sounds from that game were also included, some of which don't get used. Most of these also don't have a file name, since they're not included with the bcseq file or bank file.
Colliding with the Chain Chomp in Mario Kart Wii. Uses a different sound instead.
SE_EN_WANWAN_T_SHOT The launching sounds for the Chain Chomps in Mario Kart Wii. These played before the battle started at Chain Chomp Wheel (Chain Chomp Roulette in the British English versions). In this game, nothing plays. According to GRP_CN_RAINBOW_ROAD.bcgrp and ctr_dash.bcsar however, only the last sound is set to play (since it was given its own unique sequence name). It just doesn't play for some reason. It's unknown as of right now if that sound can trigger.
Misc.#
Right Channel (rbw_demo2) |
Left Channel (rbw_demo2_mirror) |
|---|---|
Unused environment sounds possibly for the pipe area, though using separate left and right channel versions. These are hidden in the bcseq itself, and weren't given a unique sequence name. Considering the names having "demo" in them, and the "2" being the 2nd part of it, it's likely this may have been part of an early variant of the course intro showing the pipe instead of the moon section, or a leftover from Mario Kart Wii, considering sounds did play during it's course intro at the 2nd part. Sounds don't play during the course intro anyway, except at the last part of the intro, so these sounds wouldn't play anyway. A mockup with the sounds together can be heard below.
rbw_star_ring_stay An unknown sound related to the star rings, considering the name. It's hidden in the bcseq itself, since it wasn't given a unique sequence name. It reuses the same sound as the moving road at the beginning of the final section, but paused at the beginning and loops.
DS Luigi's Mansion#
SE_CRD_LM_MANSION Environment sounds that seem related to the course intro, as it plays sounds inside the mansion, then sounds in the woods. It would match perfectly with the course intro in the game, but no sounds play (except thunder at the last part of the intro), making these sounds unused.
set_frame_obake_su Sounds meant for the picture frames in the mansion. They use separate sounds for rotating left and right (SE_CRD_LM_FRAME_L and SE_CRD_LM_FRAME_R). It's hidden in the bcseq itself, since it wasn't given a unique sequence name.
Wii Coconut Mall#
SE_CRW_SHP_GAYA Environment sounds depicting people inside a mall. These sounds don't play when inside the mall at all, making them unused. These sounds were however, used for the same purpose in Mario Kart Wii, so it's likely it was planned to have the same idea.
DS Waluigi Pinball#
Rainbow Road Sound#
Strangely, in Waluigi Pinball's Sound File (GRP_CR_DS_WALUIGI_PINBALL.bcgrp), there is a copy of the road sound used in Rainbow Road and SNES Rainbow Road.
Unused Sequenced Sounds#
All of the pinball-like sound effects in this game compared to Mario Kart DS were changed to regular sound effects rather than being sequenced (although technically sequenced, all they do is play the sound effects and don't make any changes to the sounds in the game). However, hidden in the bcseq file, the same sequenced versions from the original are found unused, and even has the original functionality for the different variants of the lost sound effect at the end of the track. In the bcseq, all the used ones have "_wav" at the end of their names for the playbacks
Unused (pinball_dash) |
Used (SE_CRD_WP_PINBALL_DASH) |
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Unused (pinball_ITEM_DECIDE) |
Used (SE_CRD_WP_PINBALL_ITEM_DECIDE) |
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Unused (pinball_lap) |
Used (SE_CRD_WP_PINBALL_LAP) |
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Unused (pinball_lost) |
Unused (Alternate Variant Example) (pinball_lost) |
Used (SE_CRD_WP_PINBALL_LOST) |
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Unused (pinball_ranktop) |
Used (SE_CRD_WP_PINBALL_RANKTOP) |
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Unused (pinball_rankup) |
Used (SE_CRD_WP_PINBALL_RANKUP) |
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Unused (LV_Roulette1_pinball) |
Used (SE_CRD_WP_PINBALL_ROULETTE) |
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Unused (pinball_SPECIAL_ITEM_DECIDE) |
Used (SE_CRD_WP_PINBALL_SPECIAL_ITEM_DECIDE) |
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Unused (pinball_start_road) |
Used (SE_CRD_WP_PINBALL_START_ROAD) |
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Misc.#
Unused (pinball_roulette_setting/pinball_sqr_setting) |
Used (SE_CRD_WP_PINBALL_LAP) |
|---|---|
Strangely, a sound that sounds very similar to the lap sound, and doesn't get used anywhere at the track. It's hidden in the bcseq itself, since it wasn't given a unique sequence name.
Objects#
Thwomp#
SE_EN_DOSSUN_MV_GND The Thwomp's sound when moving on the ground from Mario Kart Wii. Thwomp's never move on the ground in this game, and the functionality was removed as well, so this goes unused.
Cheep Cheep#
Hit (SE_EN_PUKUPUKU_HIT) |
Swim (SE_EN_PUKUPUKU_SWIM) |
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Cheep Cheeps have sound effects for getting hit and swimming, but for some reason these sounds never play for the Cheep Cheeps.
Coin#
Early (coin) |
Final (SE_OBJ_COIN_GET) |
|---|---|
An early version of the coin sound can be found. It's hidden in the bcseq itself, since it wasn't given a unique sequence name.
UI Sounds#
Early (rankup) |
Final (SE_RC_RANK_UP) |
|---|---|
An early version of ranking up in a race, which sounds more similar to Waluigi Pinball's without the 8-bit sounds. It's hidden in the bcseq itself, since it wasn't given a unique sequence name.
Early (ranktop) |
Final (SE_RC_RANK_UP_TOP) |
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An early version of reaching 1st in a race, which seems to fade out unlike the final version. It's hidden in the bcseq itself, since it wasn't given a unique sequence name.
SE_RC_BTL_CD_10_9_8 There is an unused sound for a countdown starting from 10 seconds (like in Mario Kart Wii). The sound is identical to the one from Mario Kart Wii, so it was most likely carried over from that game. This would play in battle mode when there's 10 seconds left in the battle, and would repeatedly play until there's 5 seconds left.
Mario Kart DS Sounds#
Several UI sounds from Mario Kart DS were left in. All of these are found hidden in SE_SYS_DIALOG_OPEN.bcseq, and don't have a unique sequence name. These were possibly leftover from the E3 2011 build, as some of the UI sounds were used there for the character select and next course selection.
Sound File |
Name (In bcseq) |
Comment |
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big_message_01 |
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cancel_l |
Large cancel |
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cancel_m |
Normal cancel |
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cancel_s |
Small cancel |
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cursor |
Cursor. This can be heard in the E3 2011 build on the character select menu. |
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cursor_lr |
Cursor for left and right only menus. |
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cursor_next |
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cursor_out |
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cursor_ud |
Cursor for up and down only menus. |
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decide_exit |
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decide_l |
Large decide, like starting a track. |
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decide_ll |
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decide_m |
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decide_s |
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decide_save |
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decide_surround |
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decide_util |
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Mario Kart Wii Leftovers#
Several UI sounds from Mario Kart Wii were left in. All of these are found hidden in SE_SYS_DIALOG_OPEN.bcseq, and don't have a unique sequence name. Some of these were possibly leftover from the E3 2011 build, as some of the UI sounds were used there for the character select and next course selection.
Sound File |
Name (In bcseq) |
Comment |
|---|---|---|
coin |
This one is unknown, but it seems to be an early coin sound with Mario Kart Wii's UI sounds(?) |
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ctrl_on |
Controller turning on. |
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ctrl_win_popdown |
Controller window closing. |
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ctrl_win_popup |
Controller window popping up. |
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data_send_ok |
Data sent when uploading your rankings. |
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easy_pairing_connect |
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easy_pairing_disconnect |
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easy_pairing_page_out |
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event_info |
Was used for when the info of an ongoing Tournament popped up. |
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page_next |
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page_prev |
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rank_btn_in_champ/rank_btn_in_cmn/rank_btn_in_coach/rank_btn_in_family/rank_btn_in_famous/rank_btn_in_friend/rank_btn_in_my/rank_btn_in_staff/rank_btn_in_top10 |
This one uses the same sound for several ranking related stuff, so it has a bunch of different names (only "champ" being different). |
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rank_btn_ok |
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rank_enter_champ |
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rank_enter_cmn |
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rank_enter_coach |
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rank_enter_family |
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rank_enter_famous |
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rank_enter_friend |
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rank_enter_in |
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rank_enter_my |
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rank_enter_staff |
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rank_enter_start_friend |
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rank_enter_start_region |
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rank_enter_start_world |
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rank_enter_stranger |
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rank_enter_top10 |
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rank_top10_list_in |
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rank_top10_list_out |
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Items#
POW#
1st Shake (pow_1) |
2nd Shake (pow_2) |
3rd Shake (pow_3) |
Distance (pow_cmn) |
|---|---|---|---|
Hidden in the bcseq file, the sounds for the POW item from Mario Kart Wii were all left in. Only difference is, the sound for the distance, pow_cmn, appears to be broken, as the right channel breaks 0.5 seconds into the sound. Either this item was planned to return at some point, or these sounds are more likely, a simple leftover.
Unused Sequenced Voices#
Miis#
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To do: |
All Mii voice sequences contain the unused "FAL_SEQ", "FAL_END_SEQ", "SELECT_CHAR_SEQ", and "SELECT_KART_SEQ" labels. FAL_SEQ and FAL_END_SEQ are both the same as the ones used, but without the reverb. Same with SELECT_CHAR_SEQ and SELECT_KART_SEQ, but without the echo.
Sound File |
Comment |
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Male 1 Fall 1 no Reverb (VO_MIM1_FAL_SEQ) |
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Male 1 Fall 1 with Reverb (VO_MIM1_FAL) |
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Male 1 Fall 2 no Reverb (VO_MIM1_FAL_END_SEQ) |
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Male 1 Fall 2 with Reverb (VO_MIM1_FAL_END) |
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Male 1 Select Character no Echo (VO_MIM1_SELECT_CHAR_SEQ) |
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Male 1 Select Character with Echo (VO_MIM_SELECT_CHAR_01) |
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Male 1 Select Kart no Echo (VO_MIM1_SELECT_KART_SEQ) |
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Male 1 Select Kart with Echo (VO_MIM_SELECT_KART_01) |
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Male 2 Fall 1 no Reverb (VO_MIM2_FAL_SEQ) |
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Male 2 Fall 1 with Reverb (VO_MIM2_FAL) |
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Male 2 Fall 2 no Reverb (VO_MIM2_FAL_END_SEQ) |
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Male 2 Fall 2 with Reverb (VO_MIM2_FAL_END) |
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Male 2 Select Character no Echo (VO_MIM2_SELECT_CHAR_SEQ) |
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Male 2 Select Character with Echo (VO_MIM2_SELECT_CHAR_01) |
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Male 2 Select Kart no Echo (VO_MIM2_SELECT_KART_SEQ) |
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Male 2 Select Kart with Echo (VO_MIM2_SELECT_KART_01) |
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Male 3 Fall 1 no Reverb (VO_MIM3_FAL_SEQ) |
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Male 3 Fall 1 with Reverb (VO_MIM3_FAL) |
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Male 3 Fall 2 no Reverb (VO_MIM3_FAL_END_SEQ) |
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Male 3 Fall 2 with Reverb (VO_MIM3_FAL_END) |
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Male 3 Select Character no Echo (VO_MIM3_SELECT_CHAR_SEQ) |
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Male 3 Select Character with Echo (VO_MIM3_SELECT_CHAR_01) |
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Male 3 Select Kart no Echo (VO_MIM3_SELECT_KART_SEQ) |
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Male 3 Select Kart with Echo (VO_MIM3_SELECT_KART_01) |
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Male 4 Fall 1 no Reverb (VO_MIM4_FAL_SEQ) |
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Male 4 Fall 1 with Reverb (VO_MIM4_FAL) |
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Male 4 Fall 2 no Reverb (VO_MIM4_FAL_END_SEQ) |
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Male 4 Fall 2 with Reverb (VO_MIM4_FAL_END) |
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Male 4 Select Character no Echo (VO_MIM4_SELECT_CHAR_SEQ) |
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Male 4 Select Character with Echo (VO_MIM4_SELECT_CHAR_01) |
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Male 4 Select Kart no Echo (VO_MIM4_SELECT_KART_SEQ) |
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Male 4 Select Kart with Echo (VO_MIM4_SELECT_KART_01) |
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Female 1 Fall 1 no Reverb (VO_MIF1_FAL_SEQ) |
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Female 1 Fall 1 with Reverb (VO_MIF1_FAL) |
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Female 1 Fall 2 no Reverb (VO_MIF1_FAL_END_SEQ) |
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Female 1 Fall 2 with Reverb (VO_MIF1_FAL_END) |
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Female 1 Select Character no Echo (VO_MIF1_SELECT_CHAR_SEQ) |
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Female 1 Select Character with Echo (VO_MIF_SELECT_CHAR_01) |
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Female 1 Select Kart no Echo (VO_MIF1_SELECT_KART_SEQ) |
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Female 1 Select Kart with Echo (VO_MIF_SELECT_KART_01) |
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Female 2 Fall 1 no Reverb (VO_MIF2_FAL_SEQ) |
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Female 2 Fall 1 with Reverb (VO_MIF2_FAL) |
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Female 2 Fall 2 no Reverb (VO_MIF2_FAL_END_SEQ) |
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Female 2 Fall 2 with Reverb (VO_MIF2_FAL_END) |
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Female 2 Select Character no Echo (VO_MIF2_SELECT_CHAR_SEQ) |
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Female 2 Select Character with Echo (VO_MIF2_SELECT_CHAR_01) |
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Female 2 Select Kart no Echo (VO_MIF2_SELECT_KART_SEQ) |
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Female 2 Select Kart with Echo (VO_MIF2_SELECT_KART_01) |
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Female 3 Fall 1 no Reverb (VO_MIF3_FAL_SEQ) |
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Female 3 Fall 1 with Reverb (VO_MIF3_FAL) |
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Female 3 Fall 2 no Reverb (VO_MIF3_FAL_END_SEQ) |
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Female 3 Fall 2 with Reverb (VO_MIF3_FAL_END) |
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Female 3 Select Character no Echo (VO_MIF3_SELECT_CHAR_SEQ) |
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Female 3 Select Character with Echo (VO_MIF3_SELECT_CHAR_01) |
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Female 3 Select Kart no Echo (VO_MIF3_SELECT_KART_SEQ) |
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Female 3 Select Kart with Echo (VO_MIF3_SELECT_KART_01) |
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Female 4 Fall 1 no Reverb (VO_MIF4_FAL_SEQ) |
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Female 4 Fall 1 with Reverb (VO_MIF4_FAL) |
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Female 4 Fall 2 no Reverb (VO_MIF4_FAL_END_SEQ) |
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Female 4 Fall 2 with Reverb (VO_MIF4_FAL_END) |
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Female 4 Select Character no Echo (VO_MIF4_SELECT_CHAR_SEQ) |
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Female 4 Select Character with Echo (VO_MIF4_SELECT_CHAR_01) |
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Female 4 Select Kart no Echo (VO_MIF4_SELECT_KART_SEQ) |
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Female 4 Select Kart with Echo (VO_MIF4_SELECT_KART_01) |