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Unused Sound Effects

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This is a sub-page of Paper Mario: Color Splash.

Unused Sound Effects#

Ambience#

Filenames: SE_AMB_Earthquake_lp, SE_AMB_Factory_lp, SE_AMB_PoisonFall_lp, SE_AMB_WLD_Forest_lp

Some ambient tracks. Earthquake is replaced with SE_AMB_Earthquake_Stereo_lp, Factory is replaced with SE_AMB_K_Factory_lp, PoisonFall is replaced with SE_AMB_PoisonFall1_lp and SE_AMB_PoisonFall2_lp, and Forest is replaced with AMB_Grass2_lp, SE_AMB_WLD_Grass_Bird1, and SE_AMB_WLD_Grass_Bird2.

Filename: SE_EVT_V_EarthQuake_Waterfall

An earthquake sound for parting the waterfall on Lighthouse Island. SE_AMB_Earthquake_Stereo_lp is used instead.

Characters#

Filenames: SE_LAR_Shell_Appear, SE_LAR_Shell_Attack, SE_LAR_Shell_Landing, SE_LAR_Shell_Spin Filenames: SE_ROY_Shell_Appear, SE_ROY_Shell_Attack, SE_ROY_Shell_Landing, SE_ROY_Shell_Spin

While most Koopalings have attacks where they retreat into their shell and launch towards Mario, Larry and Roy do not. These sounds are programmed to play if they use the animations NML_Attack_2A, NML_Attack_2B, and NML_Attack_2C, which they never do.

Filenames: SE_MAR_FS1_Snow_1, SE_MAR_FS1_Snow_2, SE_MAR_FS1_Snow_3, SE_MAR_FS1_Snow_4

Mario and Toads have different footstep sounds depending on the surface they're walking on. In particular, they both have numerous walking and landing sounds for snow that are defined and requested in the sound data. As there are no snowy areas in Color Splash, these go unused. They're also only partially implemented: the BFSAR (audio) for sound effects includes four "footstep 1" sounds for Mario (it alternates between 0 and 1), no "footstep 0" sounds or landing sounds, and nothing for Toads.

Filenames: SE_ENM_Die_Smoke, SE_ENM_Die_Smoke_Chibi

Two sounds for enemies dying, one being for small enemies.

Filename: SE_EVT_R4_KNP_Jump_Long

A sound meant for the scene in Redpepper Crater where the Toad from Tangerino Grill jumps away. The final game uses a different sound, SE_EVT_R4_KNP_Jump_Long1, for the first two jumps, and the lower-pitched SE_EVT_R4_KNP_Jump_Long2 for the final jump.

Filenames: SE_SYS_Message_Inky, SE_SYS_Message_Painky

Two unused dialogue sounds for Huey. He has different sounds depending on his mood, and his normal dialogue always uses his "glad" speaking sound instead.

Filenames: SE_EVT_O_STMUC_Appear, SE_EVT_Y_MUC_Appear_Prison

Sound effects meant for the Slurp Snifit ambush in Toad Trainworks and the scene where the Snifits ambush Mario when he tries to grab the card key from under the couch in Mustard Cafe. The final game uses other sounds for this purpose: SE_HEI_Command_1, SE_HEI_Command_2, SE_HEI_Command2, SE_HEI_Surprise1, and SE_HEI_Surprise2.

Filenames: SE_EVT_R_DDN_FireBress1_lp, SE_DDN_Kirakira, SE_DDN_Kiran, SE_DDN_Voice1, SE_DDN_Voice2, SE_DDN_Whiteout

Some clips for Draggadon that are never used.

Filename: SE_CHU_Escape

A sound for a Scaredy Rat escaping from battle. The game instead uses SE_CHU_Escape10_1.

Filename: SE_RCK_Ball_Landing

A sound for a balled-up Rescue Squad member landing.

Filename: SE_BPK_Fly

Petea Piranha flying. The game uses different sounds for this: SE_BPK_Fly1_1, SE_BPK_Fly1_2, SE_BPK_Fly2_1, and SE_BPK_Fly2_2.

Filename: SE_S_KUR_FS0_Plain

A footstep sound for Small Goombas. In the final game, they use the same sound as regular Goombas, SE_KUR_FS0_Plain.

Filenames: SE_WDY_Throw_HEI1, SE_WDY_Throw_HEI2, SE_WDY_Throw_HEI3

Three sounds for Wendy throwing Shy Guys. The final game only uses one, SE_WDY_Throw_HEI.

Filenames: SE_EVT_R_Folkdance_Straw, SE_EVT_R_Folkdance_StrawSuck2_1, SE_EVT_R_Folkdance_Suck

Three unused sounds for the scene of the Slurp Guys dancing on Ruddy Road.

Filename: SE_EVT_B_Applause

An applause sound for a blue course. The game instead uses SE_KNP_Applause, SE_KNP_Voice_Cheers, and SE_KNP_CheerWhistle for Bloo Bay Beach. Cobalt Base has its own unique sound called SE_EVT_B4_Applause_lp.

Filenames: SE_HEI_Panch, SE_HEI_Panch2

Shy Guy punching sounds. As with other misspelled sounds, the used ones are SE_HEI_Punch1 and SE_HEI_Punch2.

Filename: SE_EXHEI_Straw

A straw sound for Shunned Guy.

Filename: SE_KUR_GetUp

A Goomba getting up. Only the Small Goomba variation is used.

Filename: SE_HKNP_Bow_Plus_3

A Toad waiter bowing.

Filename: SE_KMK_Intrusion_CrashButton

A sound for Kamek destroying buttons when he interrupts battles. The game uses SE_MAR_Hammer_Hit2 and SE_KNP_Rolling_Kon.

Filename: SE_EVT_B_Quiz_UNR_Stop

A stop sound for the Big Urchin in Cobalt Base. The game uses SE_EVT_B_UNR_Kyupin instead.

Filenames: SE_EVT_B_HEI_Sheet_Appear1, SE_EVT_B_HEI_Sheet_Appear2, SE_EVT_B_HEI_Sheet_Appear3, SE_EVT_B_HEI_Sheet_Appear4, SE_EVT_B_HEI_Sheet_Appear5, SE_EVT_B_HEI_Sheet_Voice_1, SE_EVT_B_HEI_Sheet_Voice_2, SE_EVT_B_HEI_Sheet_Voice_3

Sounds related to the scene where the Shy Guys are pulled out in the laundry room of Dark Bloo Inn. The voice clips used in the final game are SE_EVT_B_SheetHei_Voice1 to 5, and SE_KKNP_Change2 and SE_EVT_B_HEI_Sheet_Shake for the shaking sound.

Filename: SE_MAR_Guard

Mario guarding. The game uses SE_MAR_Guard1 and SE_MAR_Guard2.

Filename: SE_MAR_Pull

Mario pulling. The game uses SE_MAR_Extend, SE_MAR_Pull_Rope, and SE_MAR_Tape_PullOut for these actions.

Filename: SE_MAR_Attack_Hummer

Mario attacking with the hammer. The used sound is SE_MAR_Attack_Hammer.

Filenames: SE_MAR_Hammer_Cloth_1, SE_MAR_Hammer_Cloth_2, SE_MAR_Hammer_Ink_1, SE_MAR_Hammer_Ink_Drop1_1, SE_MAR_Hammer_Ink_Drop1_2, SE_MAR_Hammer_Ink_Drop1_3, SE_MAR_Hammer_Ink_Drop1_4, SE_MAR_Hammer_Ink_Drop1_5, SE_MAR_Hammer_Ink_Drop1_6, SE_MAR_Hammer_Ink_Drop1_7, SE_MAR_Hammer_Ink_Drop2_1, SE_MAR_Hammer_Ink_Drop2_2, SE_MAR_Hammer_Ink_Drop2_3, SE_MAR_Hammer_Ink_Drop2_4, SE_MAR_Hammer_Ink_Drop2_5, SE_MAR_Hammer_Ink_Drop2_6, SE_MAR_Hammer_Ink_Drop2_7

Many hammer hit sounds. The ink Drop1 sounds use SE_MAR_Ink_Water_1 and such, and the Drop2 ones use SE_MAR_Hammer_Ink_Drop2 (no additional suffix) or SE_MAR_Ink_Thickwater_1 and such.

Events#

Filename: SE_SYS_Dummy

A dummy sound.

Filename: SE_SYS_Card_Set

A "card set" sound. The game instead uses SE_SYS_Card_Send and SE_SYS_Card_Set2.

Filename: SE_EVT_R_KoopaShip_Countdown_1

An alarm countdown sound related to the airship scene in the Crimson Tower. The game uses SE_EVT_R_KoopaShip_Countdown instead.

Filename: SE_EVT_T_Alarm2

An alarm sound for Port Prisma. The game uses SE_EVT_T_Alarm.

Filename: SE_EVT_T_HEI_Landing

A Shy Guy landing in Port Prisma. The game uses SE_SYS_DrumRoll_SD_RS, SE_SYS_DrumRoll_BD, SE_SYS_DrumRoll_Cym_Long, SE_KNP_Shakin, SE_PKY_Surprise, and SE_PKY_Surprise_plus for this sequence.

Filename: SE_EVT_G_Energization

An "energization" sound for Green Energy Plant. The final game uses SE_EVT_G_Electric_lp.

Filename: SE_EVT_T_Kart_Accel

Luigi's kart accelerating. The game uses SE_EVT_T_Kart_Appear.

Filenames: SE_EVT_J_Lose, SE_EVT_J_Win

Lose and win sounds for Roshambo.

Filename: SE_EVT_O_Cooking_Flavor_Shake

A shake sound for cooking in Tangerino Grill.

Filename: SE_EVT_O_Dossun_Fall

A Thwomp falling. The game uses SE_EVT_O_Dossun_Fall2 and SE_EVT_O_Dossun_Fall2_plus.

Filename: SE_EVT_V_Purification_Water

The water in Plum Park being purified. The game uses SE_STRM_EVT_V_Purification_Water.

Objects#

Filenames: SE_MOBJ_Y_KR_Chair_C1_H_AroundN, SE_MOBJ_Y_KR_Curtain_C1_Act_C2, SE_MOBJ_Y_KR_Rug_H_Hit_3, SE_MOBJ_Y_KR_Safe_Up

Sounds for the Daffodil Peak ranger's cabin. The chair sound is instead SE_MOBJ_Box_Hit8 and SE_MOBJ_Box_Hit10, the curtain uses SE_MOBJ_Y_KR_Curtain_C1_Act_C2_2 and SE_MOBJ_Y1_KR_Curtain_Open sounds, and the safe uses SE_MOBJ_Y_KR_Safe_Up1 and SE_MOBJ_Y_KR_Safe_Up2.

Filenames: SE_MOBJ_Y_Log_Roll1, SE_MOBJ_Y_Log_Roll2, SE_MOBJ_Y_Log_Roll3, SE_MOBJ_Y_Log_Roll4, SE_MOBJ_Y_Log_TenkaiA_Paper_1, SE_MOBJ_Y_Log_TenkaiA_Paper_2, SE_MOBJ_Y_Log_TenkaiA_Paper_3, SE_MOBJ_Y_Log_TenkaiA_SEQ, SE_MOBJ_Y_Log_TenkaiB_Miss_SEQ, SE_MOBJ_Y_Log_TenkaiB_Water, SE_MOBJ_Y_WaterWave_Log_Move2, SE_MOBJ_Y_WaterWave_Log_Move3, SE_MOBJ_Y_WaterWave_Log_Move4

An excessive amount of sound effects for the logs in Sunglow Ridge. "Tenkai" is for the Unfurl Hammer.

Filename: SE_ROBJ_Battery_Thunder1

A thunder sound for the Battery Thing. The game uses SE_ROBJ_Battery_Thunder and SE_ROBJ_Battery_God1.

Filename: SE_ROBJ_Teapot_Pour2, SE_MOBJ_V_Teapot_Splash

Teapot pouring and splashing sounds.

Filename: SE_ROBJ_Plunger_Ride

A sound effect for the Plunger Thing. The game uses SE_ROBJ_All_Plunger instead.

Filename: SE_MOBJ_Y_Elevator_Move_lp

An elevator moving sound for a yellow course.

Filenames: SE_MOBJ_Y_Dokan_TenkaiB_Metal, SE_MOBJ_Y_Dokan_TenkaiB_Metal2

Metal sounds for hitting a pipe with the Unfurl Hammer.

Filename: SE_ITEM_Heart_Recover

A generic recovery heart sound. The game uses SE_ITEM_Heart_Recovery_S, M, and L depending on the size of the heart collected.

Filename: SE_MOBJ_Tree_Shake_2

A tree shaking sound.

Filename: SE_MOBJ_O_Floor_Switch_On

A floor switch for an orange level.

Filenames: SE_MOBJ_Paper_Roll_1, SE_MOBJ_Paper_Roll_2, SE_MOBJ_Paper_Roll_3

Paper rolling sounds.

Filenames: SE_MOBJ_Grass_H_Hit_1, SE_MOBJ_Grass_H_Hit_2, SE_MOBJ_Grass_H_Hit_3, SE_MOBJ_Grass_H_Hit_4

Grass hitting sounds. The game only uses one, SE_MOBJ_Grass_H_Hit.

Filename: SE_MOBJ_GBN_IronBall_Move

A Spike's iron ball moving through the air. The game uses SE_MOBJ_GBN_IronBall_Move_lp.

Filename: SE_MOBJ_B_Bridge_C1_H_Hit

A bridge being hit in a blue course. The game uses SE_MOBJ_B_Bridge_Hit.

Filename: SE_MOBJ_B_Elecator_Open2

An elecator elevator for a blue course opening.

Filenames: SE_MOBJ_B_Door_Entrance_After_Close1, SE_MOBJ_B_Door_Entrance_After_Open1

Door closing and opening sounds for a blue course.

Filenames: SE_MOBJ_V_Ship_Move1, SE_MOBJ_V_Ship_Move2, SE_MOBJ_V_Ship_Move3, SE_MOBJ_V_Ship_Move4, SE_MOBJ_V_Ship_Move5

Sounds for the ship in Violet Passage moving. The game uses versions that have an underscore between "Move" and the number.

Filenames: SE_MOBJ_V_Ivy_Shake_1, SE_MOBJ_V_Ivy_Shake_2, SE_MOBJ_V_Ivy_Shake_3

Ivy shaking sounds for purple courses.

Filename: SE_MOBJ_R_FallFalgstone_3

A falgstone flagstone falling over in a red course. Oddly, only this "3" version exists, but there are multiple versions of the correctly-spelled FallFlagstone sound instead.

Filename: SE_MOBJ_O_Drum_Tenkai

A drum sound for the orange courses. The game uses a variety of other drum sounds instead of this one.

Filename: SE_MOBJ_R_PullBridge_Pull

A bridge being pulled in a red course.

Filename: SE_MOBJ_R_Ship_Rudder_Turn_Fast

Turning the airship's rudder fast in the Crimson Tower.

Filenames: SE_MOBJ_T_WaterWeel_Roll_1, SE_MOBJ_T_WaterWeel_Roll_2, SE_MOBJ_T_WaterWeel_Roll_3

Sounds for the waterwheel in Port Prisma.

Filenames: SE_MOBJ_V_FlowerPot_Move_plus_1, SE_MOBJ_V_FlowerPot_Move_plus_2, SE_MOBJ_V_FlowerPot_Move_plus_3, SE_MOBJ_V_FlowerPot_Ride_1, SE_MOBJ_V_FlowerPot_Ride_2, SE_MOBJ_V_FlowerPot_Ride_3

Sounds for the flower pots in Plum Park.