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Unused Sound Effects

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This is a sub-page of MiniCopter: Adventure Flight.

All of these can be found inside /PCopter/Sound/PCopter.brsar

Early Battery Charging Sound#

Early

Final (Japan)

An early version of the battery charging sound effect from the Japanese version of the game. The final version is located in SE/Kaifuku/01.

Action#

Location within the BRSAR

BRSAR group that contains it

SE/Action

GROUP/SHARE

A small beep sound effect whose purpose is unknown.

Location within the BRSAR

BRSAR group that contains it

SE/Kaifuku/F

GROUP/SHARE

This sound effect is located in the same directory as the sound used for charging the battery. Judging by its filename, it may have played whenever the helicopter finished charging the battery (the "F" could stand for "Finalized").

Location within the BRSAR

BRSAR group that contains it

SE/Missile/A

GROUP/SHARE

This sound effect is located in the same directory as the sound used when shooting the Air Cannon's missile. Judging by its filename, it may be an early version of the shooting sound effect, since the used sound is named "A02".

Unused Opening/Closing sound#

Location within the BRSAR

BRSAR group that contains it

SE/OpenShut/D

GROUP

This sound effect is located in the same directory as the sounds used for opening/closing different elements within the map (such as curtains or drawers).

Arm#

Location within the BRSAR

BRSAR group that contains it

SE/Arm

GROUP

A small sound effect whose purpose is unknown.

Bomb#

Location within the BRSAR

BRSAR group that contains it

SE/Bomb

GROUP

A mono version of the sound effect that plays when displaying the ranking at the end of a mission in the Japanese version. Judging by its filename, it may have been intended for a bomb. However, no such element ever appears in the game.

Unused Elevator sounds#

Location within the BRSAR

BRSAR group that contains it

SE/Elevator/Move

GROUP

Location within the BRSAR

BRSAR group that contains it

SE/Elevator/Stop

GROUP

These are sound effects related to an elevator moving up and stopping respectively. No elevator appears in this game, however.

Burn#

Location within the BRSAR

BRSAR group that contains it

SE/Burn

GROUP

A copy of the "Elevator_Move" sound.

Can/B, C, D and E#

Location within the BRSAR

BRSAR group that contains it

SE/Can/B, C, D and E

GROUP

There are 4 copies of an unknown sound effect under SE/Can. Judging by the directory's name, it may have been related to the can objects seen in the Park level.

Chain#

Location within the BRSAR

BRSAR group that contains it

SE/Chain

GROUP

An unknown sound effect.

Unused Door Opening sounds#

Location within the BRSAR

BRSAR group that contains it

SE/Door/A

GROUP

A door opening sound effect.

Location within the BRSAR

BRSAR group that contains it

SE/Door/B

GROUP

This sounds more like a drawer opening.

Flame#

Location within the BRSAR

BRSAR group that contains it

SE/Flame

GROUP

A flame sound effect.

Fountain#

Location within the BRSAR

BRSAR group that contains it

SE/Fountain

GROUP

A sound effect of water falling from a fountain.

Unused Oven sounds#

Location within the BRSAR

BRSAR group that contains it

SE/OvenFin/A

GROUP

Location within the BRSAR

BRSAR group that contains it

SE/OvenFin/B

GROUP

Judging by the directory name, these sounds may have been intended for an oven.

Paper#

Location within the BRSAR

BRSAR group that contains it

SE/Paper

GROUP

The sound effect of a paper being flipped.

Shower#

Location within the BRSAR

BRSAR group that contains it

SE/Shower

GROUP

Judging by its filename, this may have been intended for a shower.

Spill#

Location within the BRSAR

BRSAR group that contains it

SE/Spill

GROUP

A water sound effect.

Tap/A and Tap/B#

Location within the BRSAR

BRSAR group that contains it

SE/Tap/A

GROUP

Location within the BRSAR

BRSAR group that contains it

SE/Tap/B

GROUP

Another set of unused water sound effects. The sound from Tap/B appears in one of the sound effects used when shooting at one of the water taps in the Park level (TapWater/B).

Wastepaper#

Location within the BRSAR

BRSAR group that contains it

SE/Wastepaper

GROUP

A copy of the unused can sound effect. This may have been related to the paper trash that appears in the Park level.

This sound effect may have been intended for when the helicopter picks up the different objects in mission 2 from the Park level, as the objects the player has to pick up in that mission are both cans and trash paper.

Water/A and Water/B#

Location within the BRSAR

BRSAR group that contains it

SE/Water/A

GROUP

Location within the BRSAR

BRSAR group that contains it

SE/Water/B

GROUP

Judging by the directory name, these sounds may have been intended for water.

Computer#

Location within the BRSAR

BRSAR group that contains it

SE/Computer

GROUP

A extended version of the sound effect that plays when turning on/off screens in some of the Office Building missions.

Crash#

Location within the BRSAR

BRSAR group that contains it

SE/Crash

GROUP

A clone of the sound used when the helicopter collides with something. The used version is in SE/NG.

Game#

Location within the BRSAR

BRSAR group that contains it

SE/Game

GROUP

This seems to be a sound for turning off a device.

Window#

Location within the BRSAR

BRSAR group that contains it

SE/Window

GROUP

A wind sound effect.

Blind/DOWN and Blind/UP#

Location within the BRSAR

BRSAR group that contains it

SE/Blind/DOWN

GROUP/Hospital

Location within the BRSAR

BRSAR group that contains it

SE/Blind/UP

GROUP/Hospital

Two sound effects for raising up and down window blinds. Judging by the group that contains them, they were meant to appear in the Hospital. In fact, the Hospital originally contained 4 blinds in front of the exterior windows, as seen in pre-release footage. This is very likely the sound they would have played when shooting them to open/close them.

Fry#

Location within the BRSAR

BRSAR group that contains it

SE/Fry

GROUP/BGShop

An unused frying sound. Judging by the group that contains it, it was meant to appear in the Hamburger Shop. The only frying sound used in that map is stored in SE/Patty.

Cheer#

Location within the BRSAR

BRSAR group that contains it

SE/Cheer

GROUP

A mono version of the "OK" sound effect that can be heard when clearing an objective (with said sound being stored in SE/OK).

Clock#

Location within the BRSAR

BRSAR group that contains it

SE/Clock

GROUP/Hospital

A sound effect for a clock. Judging by the group that contains it, it was meant to appear in the Hospital. While the map features a clock, it doesn't make a sound effect in the final version.

Seesaw/B#

Location within the BRSAR

BRSAR group that contains it

SE/Seesaw/B

GROUP/Park

A shorter version of the sound effect that plays when shooting at one of the seesaws in the Park.

Grove#

Location within the BRSAR

BRSAR group that contains it

SE/Grove

GROUP/Park

An unknown sound effect. Judging by the group that contains it, it was meant to appear in the Park.

Sand#

Location within the BRSAR

BRSAR group that contains it

SE/Sand

GROUP/Park

A sand-related sound effect. Judging by the group that contains it, it was meant to appear in the Park.

Refrigerator/Close#

Location within the BRSAR

BRSAR group that contains it

SE/Refrigerator/Close

GROUP/Hotel

A refrigerator closing sound effect, meant for the Resort Hotel map. In the final version, opening and closing the refrigerator uses the same sound effect (stored in SE/Refrigerator/Open).

Senpuuki/A#

Location within the BRSAR

BRSAR group that contains it

SE/Senpuuki/A

GROUP/Hotel

This seems to be an early version of the floor fan sound effect that appears in the Resort Hotel (the used sound effect is in SE/Senpuuki/A).

File/A and File/B#

Location within the BRSAR

BRSAR group that contains it

SE/File/A

GROUP/Company

Location within the BRSAR

BRSAR group that contains it

SE/File/B

GROUP/Company

These two sounds may have been related to manipulating files in the Office Building, considering the group that contains the sound effect.

OvenClose#

Location within the BRSAR

BRSAR group that contains it

SE/OvenClose

GROUP/BGShop

A closing sound effect, meant for the microwave that appears in the Hamburger Shop map. In the final version, opening and closing the microwave uses the same sound effect (stored in SE/OvenOpen).

Put#

Location within the BRSAR

BRSAR group that contains it

SE/Put

GROUP/BGShop

An unknown sound effect. Judging by the group that contains it, it was intended to appear in the Hamburger Shop.

Armor#

Location within the BRSAR

BRSAR group that contains it

SE/Armor

GROUP/Japan

This sound effect seems to have been related to the Armor that appears in the Japanese House map.

Unused Fireworks Sounds#

Location within the BRSAR

BRSAR group that contains it

SE/Hanabi/up/01

GROUP/Japan

Location within the BRSAR

BRSAR group that contains it

SE/Hanabi/up/single

GROUP/Japan

These are unused firework launching sound effects, meant to appear at the end of the Japanese House's fifth mission. The only sound effect that is actually used when launching fireworks is stored in SE/Hanabi/up/02, which basically combines the two sound effects above.

Western-exclusive Sounds#

The following unused sound effects can only be found in the American and European versions of the game. They're stored in the "SE2" directory within the BRSAR, which only appears in the western versions.

Ready/B#

Location within the BRSAR

BRSAR group that contains it

SE2/Ready/B

GROUP/SHARE

A cut version of the western countdown sound effect. The used version is stored in SE/Ready.

LiftCup/B#

Location within the BRSAR

BRSAR group that contains it

SE2/LiftCup/B

GROUP/SHARE

This sound effect consists of 1.39 seconds of silence. Judging by the directory it's stored in, it may have been intended to be used with the Suction Cup, as the sound effect used for it in the western versions is stored in SE2/LiftCup/B.