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Unused Audio

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This is a sub-page of Paper Mario: The Origami King.

Unused Music#

Early Red Streamer Area Battle#

Two early, unused versions of Red Streamer Area Battle (Thinking) exist. The used one is called "BGM_BTL_Normal_Puzzle_W1_opus".

BGM_BTL_Normal_Puzzule_opus

BGM_BTL_Normal_Puzzule_W1_opus

Note that the word "puzzle" is misspelled in both files. Neither of these tracks are defined in any scripts or sound data files.

Origami Peach's Questions#

BGM_FLD_Castle_Inside_2_opus
In the opening of the game, more tracks are layered on as Origami Peach asks increasingly disturbing questions to Mario. BGM_FLD_Inside_Castle_1 plays during her introduction and first question, BGM_FLD_Inside_Castle_3 plays during her second question, and BGM_FLD_Inside_Castle_4 plays during her third question. The "2" version is never used, nor is it referenced in the script for this event. It's likely this would have been used during her first question, but it was removed later on.

(Source: The Origami King Sound Archive)

Toad Town in Trouble#

BGM_FLD_Town_before_W1_opus
This is a very subtly different version of "Toad Town in Trouble," which plays when the Paper Macho Goombas are ravaging Toad Town after you return there. The tracks used in the final game are BGM_FLD_Town_before_A_W1_opus and BGM_FLD_Town_before_B_W1_opus, where a softer version plays when Mario is inside buildings.

(Source: The Origami King Sound Archive)

Big Sho' Theater#

FF_EVT_W2C5_FirstKNP_Impact_opus

A partially unused track that plays when the Toads are found to be trapped in their seats by Rubber Band. The cutscene ends before the music can play in full, and it is not available in the Sound Gallery.

BGM_EVT_Castle_1F_NextEnemy_W2_opus

A shorter version of "Western Showdown - Enemy Enters," which has the filename BGM_EVT_Castle_1F_Enemy_W2_opus. The longer version is always used instead.

Guess the Snifit's Mood#

BGM_EVT_Quiz_A_Oasis_W3_opus
This is partly used in-game for the scenes where the player has to guess the Snifit's mood in Shroom City, but it gets cut off before the full track can play. The timer lasts a little under 15 seconds, and the full track is 22 seconds long, so the last third can never be heard in normal gameplay. It's also not available in the Sound Gallery.

(Source: The Origami King Sound Archive)

Daytime Scorching Sandpaper Desert#

BGM_FLD_Desert_After_W3_opus
There is an unused track intended to be used in the Scorching Sandpaper Desert after the yellow streamer is destroyed and the sun is restored. Interestingly, this does change Shroom City's music from "Snif City" to "Shroom City", and the filename for the latter is BGM_FLD_Oasis_After_W3_opus, so the desert's music itself was also meant to change.

(Source: The Origami King Sound Archive)

Unsettling Area Enemy First Strike#

BGM_BTL_Normal_Intro_Enemy_WU_opus
The enemy first strike intro for the unsettling area battle music goes unused as no enemy can first strike the player in any location where the unsettling area battle music plays.

Scuffle Island's Lost Tracks#

Scuffle Island has four unused tracks related to it. Interestingly, it seems three of these these tracks were intended to be used in the final release, but never play seemingly due to bugs in the code. Two tracks are also present in data_sound_RecordBGM.elf.zst, the file that contains all music that can play in the Musee Champignon's Sound Gallery.

BGM_EVT_RingIsland_Introduction_W4_opus
Music that was intended to play during the introduction to Scuffle Island, when Mario is told the rules before he fights his first enemy. This track is specifically called to play before the intro text appears in Scuffle Island's script, but it doesn't. Instead, only audience sound effects play with no background music. It is the only BGM track to have its parameters start with "01", indicating that a track is silent, non-existent, or not meant to play. This track has an ID for the museum: BGM_SYS_Record_RingIsland_Introduction_W4.

FF_EVT_W4G1_RingIsland_Win_opus
A fanfare for winning a match on Scuffle Island. This one is called in the area's script, but never plays in-game. Instead, you only hear audience murmuring and impact sound effects when the text shows up.

FF_EVT_RingIsland_SpecialBonus_W4_opus
A special fanfare for defeating the final enemy. This one is also called in the area's script, but never plays in-game.

BGM_EVT_RingIsland_Clear_W4_opus
A track that was likely intended to play after defeating all the enemies. Scuffle Island is totally silent outside of the track that plays when fighting enemies, and this track is actually not referenced in the script. Despite this, it has an ID for playing in the museum: BGM_SYS_Record_RingIsland_Clear_W4.

(Source: The Origami King Sound Archive)

Spring of Jungle Mist#

BGM_EVT_JungleSelect_W5_opus
A track that was presumably meant to play when picking which path to go down in the Spring of Jungle Mist. In the final game, the music cuts out and you only hear ambient noises.

BGM_EVT_JungleUnrest_W5_opus

FF_EVT_W5C2_Impact_opus

Special "impact" and "unrest" tracks meant for the Spring of Jungle Mist. A slightly longer version of the impact track plays, and the unrest track was seemingly replaced with another track called FF_EVT_W5C2_Unrest_opus. A similar sound to the JungleUnrest track also plays when Olivia soaks in the hot springs at Shangri-Spa.

World 5 DJ Track#

BGM_EVT_DJ_A_W5_opus and BGM_EVT_DJ_B_W5_opus
A music track that went unused. The "A_W5" and "B_W5" tracks are variants of the lyrical songs throughout the game ("Happy & Sappy", "Go with the Flow", "My Heart's a-Burnin'"), which are used during the Shy Guys Finish Last song quizzes. Given its resemblance to Michael Jackson's "Thriller," this was likely an earlier version of "Thrills at Night," also implying the song would have had subtitled lyrics. These tracks are not referenced anywhere in the game's scripts or sound data files.

Cutout Soldiers Appear#

FF_EVT_W5C3_SLDAppear_opus

FF_EVT_W5C3_SLD_Battle_opus

The scenes with Cutout Soldiers appearing behind the wall in the pillar room has two unused tracks for it: FF_EVT_W5C3_SLDAppear_opus and FF_EVT_W5C3_SLD_Battle_opus. The former is replaced with a different sound called MA_EVT_W5C3_SLD_FirstAppear, and the latter is nearly identical to FF_EVT_W5C3_PaperCircle_opus, which plays in the main hall. Both of these tracks are referenced in the script, but don't end up playing, and FF_EVT_W5C3_SLD_Battle's parameters start with the bytes 01, indicating it is not meant to play.

Early Final Battle Thinking#

BGM_BTL_King_C_Puzzle_W6_opus
In the final game, the music for King Olly's final phase (with the Magic Circle picture puzzle) doesn't have a "thinking" variant. This early, unused track indicates that it did at one time... and also that it once used a completely different composition; this is a more intense version of the music from the first phase. Compared to the first phase's thinking music, this one retains more of the symphonic elements from the non-thinking version, like the strings and choir. The introduction has an extra synth, and a synth countermelody later on is omitted. It's also clearly unfinished - the mixing is relatively rough, a violin harmony was moved to another part of the track, and some of the live instruments hadn't been recorded yet (such as the aforementioned violin harmony), which are played by virtual instruments instead.

Unused Sound Effects#

General Sounds#

Filenames: SE_KNP_Kusha_Hit_1, SE_KNP_Kusha_Hit_2, SE_KNP_Kusha_Hit_3

More aggressive sounds for hitting most NPCs, such as Toads, with Mario's hammer. The ones used in-game do not have the underscore between "Hit" and the number.

Filename: SE_KNP_Jump_T

A higher-pitched sound for Toads jumping. This one is not mentioned in any scripts or sound data files.

Filename: SE_EFF_CMN_FLD_Fishing_HitB01_lp

A sound intended for fishing. There is only one reference to HitB01 as a sound signal, not the _lp, and it lacks any data.

Filename: SE_EFF_FireBall_Bound_k

An additional sound for fireballs bouncing.

Filenames: SE_Hariko_Confetti_Paper, SE_Hariko_Confetti_Paper_Last

Sounds for when a Paper Macho releases confetti after being hit.

Filename: SE_Hariko_FS_Heavy

Heavy Paper Macho footsteps.

Minor Spelling Mistakes#

Filename: SE_OLV_Pell

Sound effect for pelling Olivia off a wall. The in-game version is called SE_OLV_Peel and sounds slightly different.

Filename: SE_MOBJ_W2_StretchBridge_Opne

Sound effect for when you opne an unfurling bridge in Shogun Studios. The used version is SE_MOBJ_W2_StretchBridge_Open.

Roy Koopa#

Filenames: SE_ROY_FS0, SE_ROY_FS1

Two footstep sounds for Roy Koopa. The first is reused from Color Splash, but the second is original, since he (along with most characters) only has one footstep sound in that game. These are the only sounds present for Roy, and no other Koopalings have sound effects.

Dino Rhino#

Filenames: SE_EFF_O_LIT_Fire_Start_k, SE_EFF_O_LIT_Fire_Loop1_k_lp, SE_EFF_O_LIT_Fire_Loop2_k_lp, SE_EFF_O_LIT_Fire_Loop3_k_lp, SE_EFF_O_LIT_Fire_Loop4_k_lp

Dino Rhinos have five sounds for spitting fire: one to start, and four to be looped. Given the O, this was meant to be used for the Dino Rhino miniboss. These sounds are completely absent from the sound data files. The sound effects for the paper versions are used during the cutscene in the Shroom City cafe.

Filename: SE_EFF_EMY_Whistle_k_lp

Despite the generic-sounding name, the only time SE_EFF_EMY_Whistle is referenced is for the sound signal effect SSE_EMY_O_LIT_Whistle01. The Whistle Snifits in the cafe use their own set of sounds starting with P_MUC_Whistle.

Whispering Woods#

Filenames: SE_EVT_W1C1_DSN_Repair, SE_EVT_W1C1_DSN_RepairFlash

The items that drop into the revival spring in Whispering Woods were changed. The Thwomp was replaced with a boombox that plays part of "Toad's BBQ Foodeatery", although the sound of it falling in is unchanged. The SE_EVT_W1C1_DSN_RepairFlash is also supposed to be used in the goal room of the Ninja Attraction if you find all the Ninja Toads (SE_EVT_W2C4_GoalRoom_AllClear), but it doesn't play there either.

(Source: Scrooge200)

Overlook Tower#

Filename: SE_MOBJ_W1_TowerDoorC_Close_1

On the third floor of Overlook Tower, there's a hatch that closes when a pencil comes flying past it. The sound used in-game is SE_MOBJ_W1_TowerDoorC_Close_2, which has two impact sounds instead of just one, and sounds different.

Chestnut Valley#

Filenames: SE_EFF_W1C2_Igaguri_Before01_k, SE_EFF_W2C1_Igaguri_Before02_k

Two unused sounds for the chestnuts in Chestnut Valley. The first one mistakenly uses the code for Graffiti Underground, W1C2, rather than Chestnut Valley, which is W2C1. All the chestnuts in the game use SE_EFF_W2C1_Igaguri_Before01_1, 2, and 3.

Filenames: SE_EVT_W2C1_Burr_Roll_1_lp, SE_EVT_W2C1_Burr_Roll_2_lp, SE_EVT_W2C1_Burr_Roll_3_lp

Extra sounds for chestnuts rolling. In-game, SE_EVT_W2C1_Burr_Roll_lp is used instead.

Shogun Studios#

Filename: SE_EVT_W2G2_Score_Close

A sound that's supposed to play when you close the scoreboard in the Shuriken Dojo. There is a sound effect that plays when you open it, but the game cues the "SilenceLoop" sound when you close it.

Filenames: SE_EVT_W2C5_Costume_TakeOff, SE_EVT_W2G2_Costume_TakeOff

Alternate sound effects for removing the masks from Mario's head, different versions for Big Sho' Theater and Shogun Studios. The audio that's used in-game is always SE_EVT_W3C1_Costume_TakeOff for Breezy Tunnel.

Ninja Attraction#

Filename: SE_EVT_W2C4_Scroll_Move

A sound that's supposed to be used when moving the scroll that you pull up to go deeper into the area. There is a sound ID with this name that's called, but it plays the sound effect SE_MOBJ_W2_Scroll_Rollup instead.

Diamond Island#

Filename: SE_EVT_W4G2_CountDown_11, SE_EVT_W4G2_Trial_10

Sound meant for the countdowns and ready sequences during the trials.

Kamek's Flashback#

Filename: SE_EVT_W5G1_KMK_Reminiscence9_lp

Toad crowd noises intended for Kamek's flashback scene explaining how he dropped Bowser's Castle on Shangri-Spa, presumably for the ending scene with the Toads panicking. The "9" numbering is odd as there is not a 7 or 8 file to begin with.

Origami Castle#

Filenames: SE_MOBJ_W6_OrigamiBeroA_Close, SE_MOBJ_W6_OrigamiBeroA_Open

Sound effects for a non-existent map object called OrigamiBeroA. "Bero" is used to refer to the flaps that you can walk on to travel between rooms. There are references to OrigamiBero in the script for the room with the big enemy rush, but the object does not actually exist.

Filenames: SE_EVT_W6C2_O_PCH_Fall, SE_EVT_W6C2_O_PCH_FallDown

Sounds that are meant to play for a scene where Origami Peach falls down in Origami Castle. They have sound signal effects associated with the animations N_ActionE1 and N_ActionE2, which she never uses.

Paper Macho Rocky Wrench#

Filename: SE_H_POO_ThrowSpanner_lp

A single sound effect for a Paper Macho Rocky Wrench throwing a spanner. The "H" prefix stands for Haribote (Paper Macho), and no such enemy appears in the final game. This is a different sound than the ones the origami Rocky Wrenches use.

(Source: Scrooge200)

Nipper Plant#

Filename: SE_O_PKFP_Fire_Call
Filenames: SE_O_PKFP_STRM_Fire_3_opus, SE_O_PKFP_STRM_Fire_4_opus, SE_O_PKFP_STRM_Fire_5_opus, SE_O_PKFP_STRM_Fire_6_opus
Filenames: SE_O_PKFP_STRM_Fire_Jump_3_opus, SE_O_PKFP_STRM_Fire_Jump_4_opus, SE_O_PKFP_STRM_Fire_Jump_5_opus, SE_O_PKFP_STRM_Fire_Jump_6_opus
Nipper Plants have animations and sound effects for an unused fire-breathing attack. While there is a shared fire-breathing attack between a few of the Piranha Plant-related enemies, Nipper Plants do not get one, despite the museum mentioning it. Their only programmed attacks are puchiPakkun_EatAttack and puchiPakkun_SiegeEatAttack, while their code as an enemy calls for puchiPakkun_FireAttack and puchiPakkun_SiegeFireAttack attacks that do not exist in the attack table. Their scripting also does not call any fire-related sound effects, nor does the attack have proper programming.

The "3", "4", "5", and "6" numbers in the filename mean that the attack would be performed by 3 to 6 Nipper Plants at once, matching how other group or stacked enemy attack sounds are named.

(Source: Scrooge200)

Stapler#

Filenames: SE_B_STP_ActionB3, SE_B_STP_AttackA3_1, SE_B_STP_AttackA3_2, SE_B_STP_AttackA3_3, SE_B_STP_AttackA4_1, SE_B_STP_AttackA4_2, SE_B_STP_AttackA4_3, SE_B_STP_AttackC2_1, SE_B_STP_AttackC2_2, SE_B_STP_AttackC2_3, SE_B_STP_AttackC2_4, SE_B_STP_AttackC2_5, SE_B_STP_AttackC2_lp, SE_B_STP_AttackD3_1, SE_B_STP_AttackD3_2, SE_B_STP_AttackD3_3, SE_B_STP_Attack_Staples_Loop_lp, SE_B_STP_GodFinish2

Stapler has various sounds that have no suffix. The ones used in-game always include _Gold, _Normal, _Red, or _Weak, depending on Stapler's state in battle. The unused sounds are closest to the _Normal ones.

SE_B_STP_ActionB3 is unused because the sounds that play during the actual ActionB3 animation are SE_B_STP_ActionB2 and SE_B_STP_FindA1, and the introduction uses SE_B_STP_ActionB3_Normal specifically. SE_B_STP_Attack_Staples_Loop_lp is replaced by SE_B_STP_Attack_Staples, SE_B_STP_Attack_Staples2, and SE_B_STP_Attack_Staples_1 to 4. SE_B_STP_GodFinish2 goes unused because the game uses SE_B_STP_GodFinish_DamageE, SE_B_STP_GodFinish_DamageF, SE_B_STP_GodFinish_DamageG, SE_B_STP_GodFinish1_lp, and their _Weak variants.

Deleted Level Sounds#

The W3C2 area code, which does not exist, has a few surviving sound definitions.

  • SE_EVT_W3C2_Siren
  • SE_EVT_W2C3_Siren_lp
  • SE_EVT_W3C2_Phone_Ring
  • SE_EVT_W3C2_Phone_Ring_lp

Note that "W2C3" (Eddy River) is mistakenly used for one. The audio does not appear to actually exist.

Unused Sound Data#

The data/sound/elf/ directory contains files that define music and sound effects.

Color Splash Leftovers#

IDs

Description

BGM_FLD_Town1
BGM_SYS_Title
BGM_FLD_Y2

Presumably the background music for Port Prisma, which is called BGM_FLD_TN_ch0_aac.aac in Color Splash, alongside the Color Splash title screen theme and Sunglow Ridge's music. These tracks were used to test ambient music that grows louder as Mario approaches the source, used in areas like Shogun Studios for the speakers and Club Island for the boombox. The maps they were used to test on are W1_GM_KinokoTown and Fld_TST_GmapSize.

SE_ETC_O2_Train_Start
SE_ETC_O_Train_Start_Stop
SE_ETC_O_Train_Stop
SE_ETC_O_Train_Stop2

Sounds for the Sunset Express. O2 refers to Kiwano Temple.

SE_ETC_T_BigPaintStar_Flashback_In

The sound for the introduction to the Big Paint Star flashbacks in Port Prisma.

Museum Records#

Sound IDs prefixed with "BGM_SYS_Record_" are intended to be used in the museum's Sound Gallery. There are many tracks and jingles that have IDs, but are not present in the actual gallery. There is no text data left for the names of the tracks, but they are defined in a rough order according to where they would be in the in-game sound museum. In total, there are 327 BGM_SYS_RECORD IDs, and only 244 tracks in the in-game museum, leaving a total of 83 unused tracks.

Some of these tracks would later be added to the game's Nintendo Music release in 2026, giving them proper names for the first time.

IDs

Filenames

Description

BGM_SYS_Record_Omamori_Star

BGM_Omamori_Star

The Retro Soundbox version of the Super Star theme. Strangely, this is placed between "MAX Confetti Increased!" and "All Streamers Cleared" in the definition order.

BGM_SYS_Record_Cafe_W7

BGM_EVT_Cafe_W7

The event theme that plays during the cafe cutscenes. Titled "Coffee Break" on Nintendo Music.

BGM_SYS_Record_CafeRoomC_W7

BGM_EVT_CafeRoomC_W7

The Sombrero Guy playing his guitar in the Shroom City cafe.

BGM_SYS_Record_BTLLabo

BGM_BTL_Normal_BTLLabo

The chiptune battle theme heard during the Ring Trainer battles in the Battle Lab. Titled "Battle Lab - Ring Trainer" on Nintendo Music.

BGM_SYS_Record_BTLLabo_Win

BGM_BTL_Normal_BTLLabo_Win

The victory jingle for the chiptune theme. Titled "Ring Trainer - Puzzle Cleared Fanfare" on Nintendo Music.

BGM_SYS_Record_Opening_1_W1

BGM_EVT_Opening_1_W1

Plays during the establishing shots of Toad Town as it's deserted.

BGM_SYS_Record_Opening_2_W1

BGM_EVT_Opening_2_W1

Plays when Mario and Luigi drive through Toad Town in the intro.

BGM_SYS_Record_MOV_CastleRepair_W6

BGM_MOV_CastleRepair_W6

Plays during the pre-rendered cutscene after defeating King Olly. Titled "Peach's Castle Restored" on Nintendo Music.

BGM_SYS_Record_MOV_CastleRise_W0

BGM_MOV_CastleRise_W0

Plays during the pre-rendered cutscene in the prologue when Olly lifts Peach's Castle. Titled "Peach's Castle Lifted" on Nintendo Music.

BGM_SYS_Record_MOV_CastleTrans_W6

BGM_MOV_CastleTrans_W6

Plays during the pre-rendered cutscene when King Olly transforms Peach's Castle into Origami Castle. Titled "The Creation of Origami Castle" on Nintendo Music.

BGM_SYS_Record_TrueEnding

BGM_SYS_TrueEnding

Plays during the true ending cutscene. Titled "True Ending" on Nintendo Music.

BGM_SYS_Record_Magic_W0

BGM_EVT_Magic_W0

The minimalistic version of "1,000-Fold Arms" that plays when first using them to free Olivia from the wall.

BGM_SYS_Record_DekuSong_Intro_W1

BGM_EVT_DekuSong_Intro_W1

The sting that plays when Ol' Grandsappy is given the Soul Seed.

BGM_SYS_Record_hariko_1_W1G1

BGM_EVT_hariko_1_W1G1

Plays on the way to Toad Town when the Paper Macho Goombas are seen in the background.

BGM_SYS_Record_hariko_2_W1G1

BGM_EVT_hariko_2_W1G1

Plays when first encountering the Paper Macho Goomba in Toad Town.

BGM_SYS_Record_CallLuigi_W1

BGM_EVT_CallLuigi_W1

The arrangement of "Olivia's First Appearance" and "Luigi Enters" heard when freeing Luigi from the castle wall.

BGM_SYS_Record_TurtleBall

BGM_EVT_TurtleBall_W1

Plays when it's discovered that the Shell Stones have been stolen, when putting them back in the door, and in the Bone-Dry Cafe.

BGM_SYS_Record_DSNFall_W1

BGM_EVT_DSNFall_W1

Plays when the Thwomps drop on Overlook Mountain.

BGM_SYS_Record_W1_Win

BGM_BTL_W1_Win

The victory jingle for "Red Streamer Battle." Titled "Red Streamer Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_SmallBoss_Win

BGM_BTL_SmallBoss_Win

The victory jingle for "Event Battle." Titled "Event Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_FourGod_Win

BGM_BTL_FourGod_Win

The victory jingle for "Vellumental Battle."

BGM_SYS_Record_Normal_Win_FourGod

BGM_BTL_Normal_Win_FourGod

The victory jingle for "Vellumental Area Battle." Titled "Vellumental Area Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_Boss_W1_Win

BGM_BTL_Boss_W1_Win

The victory jingle for "The Missile Maestro."

BGM_SYS_Record_Mountain_susuki_W2

BGM_FLD_Mountain_susuki_W2

Plays in the tall grass fields on Autumn Mountain.

BGM_SYS_Record_Picnic

BGM_EVT_Picnic

The Sombrero Guy jamming out at the Canned Food Par-tay.

BGM_SYS_Record_Hariko_W2

BGM_EVT_Hariko_W2

Plays when Bobby rushes into the Paper Macho Goomba.

BGM_SYS_Record_Castle_1F_NextEnemy_W2

BGM_EVT_Castle_1F_NextEnemy_W2

Supposed to play in the Western at Big Sho' Theater, but goes unused. A shorter version of "Western Showdown - Enemy Enters."

BGM_SYS_Record_Dead_1F_W2

BGM_EVT_Dead_1F_W2

Plays in the Western at Big Sho' Theater when Mario runs out of health.

BGM_SYS_Record_Castle_2F_Prologue_W2

BGM_EVT_Castle_2F_Intro_W2

Plays in the Stage Play at Big Sho' Theater when the Koopas appear and snap their fingers.

BGM_SYS_Record_Dead_2F_W2

BGM_EVT_Dead_2F_W2

Plays in the Stage Play at Big Sho' Theater when Mario runs out of health.

BGM_SYS_Record_Castle_2F_Red_W2

BGM_EVT_Castle_2F_Red_W2

Plays in the Stage Play when the red Koopa Troopas enter.

BGM_SYS_Record_Castle_2F_Green_W2

BGM_EVT_Castle_2F_Green_W2

Plays in the Stage Play when the green Koopa Troopas enter.

BGM_SYS_Record_Castle_3F_Prologue_W2

BGM_EVT_Castle_3F_Prologue_W2

Plays during the Shy Guy ballet.

BGM_SYS_Record_Castle_3F_EvDance_W2

BGM_EVT_Castle_3F_EvDance_W2

Plays during the ballet when Mario is dancing with a Shy Guy.

BGM_SYS_Record_Castle_3F_Epilogue_W2

BGM_EVT_Castle_3F_Epilogue_W2

Plays at the epilogue of the ballet.

BGM_SYS_Record_Clear_3F_W2

BGM_EVT_Clear_3F_W2

Plays after defeating all the ballet Shy Guys.

BGM_SYS_Record_Dead_3F_W2

BGM_EVT_Dead_3F_W2

Plays if Mario gets a game over during the ballet.

BGM_SYS_Record_W2_Win

BGM_BTL_W2_Win

The victory jingle for "Blue Streamer Battle." Titled "Blue Streamer Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_W2_China_Win

BGM_BTL_W2_China_Win

The victory jingle for "Autumn Mountain Battle." Titled "Autumn Mountain Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_Boss_W2_Win

BGM_BTL_Boss_W2_Win

The victory jingle for "The Elastic Entertainer."

BGM_SYS_Record_HarikoBoots_Introduction_W3

BGM_EVT_HarikoBoots_Introduction_W3

Plays when the mechanic shows off the Boot Car. The more intense version of this song after the cutscene is kept under the name "Boot Car - Superboost."

BGM_SYS_Record_W3C3_HEIBattle_Win_W3

BGM_EVT_W3C3_HEIBattle_Win_W3

The victory jingle for "Bucket Panic!"

BGM_SYS_Record_Desert_IntroCamera

BGM_EVT_Desert_IntroCamera

The track that plays during the sweeping camera view after first entering the Scorching Sandpaper Desert.

BGM_SYS_Record_Sing_A_W3
BGM_SYS_Record_Sing_B_W3

BGM_EVT_Sing_A_W3
BGM_EVT_Sing_B_W3

The two incorrect songs Olivia can sing to unearth the temple in the Scorching Sandpaper Desert, "Happy & Sappy" and "Go with the Flow."

BGM_SYS_Record_HarikoSambo_Win_W3

BGM_EVT_HarikoSambo_Win_W3

The victory jingle for "Mega Paper Macho Pokey."

BGM_SYS_Record_CaptainPio_W3

BGM_EVT_CaptainPio_W3

Plays when Captain T. Ode is freed from the ice, and when he takes back the Super Marino. An arrangement of "Fortune Island" from Color Splash. Titled "Captain T. Ode Enters" on Nintendo Music.

BGM_SYS_Record_Quiz_A_Oasis_W3
BGM_SYS_Record_Quiz_B_Oasis_W3

BGM_EVT_Quiz_A_Oasis_W3
BGM_EVT_Quiz_B_Oasis_W3

Plays during the Snifit staring contest in Shroom City.

BGM_SYS_Record_KanokeSpider_W3

BGM_EVT_KanokeSpider_W3

Plays in the room with the giant spider web in the Temple of Shrooms.

BGM_SYS_Record_HarikoMummy_Win_W3

BGM_EVT_HarikoMummy_Win_W3

The victory jingle for "Paper Macho Mummy Goomba."

BGM_SYS_Record_W3_Win

BGM_BTL_W3_Win

The victory jingle for "Yellow Streamer Battle." Titled "Yellow Streamer Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_Boss_W3_Win

BGM_BTL_Boss_W3_Win

The victory jingle for "The Disco Devil."

BGM_SYS_Record_HatenaIsland_2_W4

BGM_EVT_HatenaIsland_2_W4

Plays after defeating the Stone Spike on ? Island.

BGM_SYS_Record_RingIsland_Clear_W4

BGM_EVT_RingIsland_Clear_W4

The unused victory jingle for Scuffle Island.

BGM_SYS_Record_RingIsland_Introduction_W4

BGM_EVT_RingIsland_Introduction_W4

The unused introduction track for Scuffle Island.

BGM_SYS_Record_OrigamiStudio_2_W4

BGM_EVT_OrigamiStudio_2_W4

Plays when the Origami Craftsman explains the story of Olly and Olivia. Titled "Welcome Home, Olivia" on Nintendo Music.

BGM_SYS_Record_Hariko_Taiji

BGM_EVT_Hariko_Taiji

Plays when Paper Macho Gooper Blooper is fully revealed.

BGM_SYS_Record_Hariko_Win

BGM_EVT_Hariko_Win

Plays after defeating Paper Macho Gooper Blooper.

BGM_SYS_Record_MountainIceSlide_2_W4

BGM_EVT_MountainIceSlide_2_W4

Plays at the end of the ice slide in the Ice Vellumental Mountain.

BGM_SYS_Record_OrbTowerUnrest_W4

BGM_EVT_OrbTowerUnrest_W4

The ambiance that plays in the entry room of the Sea Tower.

BGM_SYS_Record_W4_Win

BGM_BTL_W4_Win

The victory jingle for "Purple Streamer Battle." Titled "Purple Streamer Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_WU_Win

BGM_BTL_WU_Win

The victory jingle for "Unsettling Area Battle." Titled "Unsettling Area Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_Boss_W4_Win

BGM_BTL_Boss_W4_Win

The victory jingle for "The Shifty Sticker."

BGM_SYS_Record_ToCastle_Shot_W5

BGM_EVT_ToCastle_Shot_W5

Plays when Kamek rallies Bowser's minions to storm the castle.

BGM_SYS_Record_Eawase_Puzzle_W5
BGM_SYS_Record_Hakkun_Puzzle_W5
BGM_SYS_Record_Race_Puzzle_W5
BGM_SYS_Record_SpaQuiz_Puzzle_W5

BGM_EVT_Eawase_Puzzle_W5
BGM_EVT_Hakkun_Puzzle_W5
BGM_EVT_Race_Puzzle_W5
BGM_EVT_SpaQuiz_Puzzle_W5

Thinking themes for the four Shy Guys Finish Last minigames.

BGM_SYS_Record_CastleHorror_Strong_W5

BGM_EVT_CastleHorror_Strong_W5

Plays when the Handaconda chases Mario.

BGM_SYS_Record_MetBattle_Win_W5

BGM_EVT_MetBattle_Win_W5

The victory jingle for "Paper Mistake Buzzy Beetle."

BGM_SYS_Record_AirShip_B_W5

BGM_EVT_AirShip_B_W5

An unused track intended to play between "Bowser's Airship - Locked and Loaded" and "Bowser's Airship - Launch."

BGM_SYS_Record_ShootingStart_B_W5

BGM_EVT_ShootingStart_B_W5

An unused, non-existent track that is supposed to be a variant of "Incoming!", which is called BGM_EVT_ShootingStart_W5.

BGM_SYS_Record_ShootingEnd_1_W5

FF_EVT_W5C3_Shooting_End_1

Plays when Bowser's airship is ambushed by paper planes after the shooting minigame.

BGM_SYS_Record_ShootingEnd_2_W5

FF_EVT_W5C3_Shooting_End_2

Plays when Bowser's airship crashes into the volcano.

BGM_SYS_Record_Castle_2_W5

BGM_EVT_Castle_2_W5

The Thinking version of "Battle at Bowser's Castle."

BGM_SYS_Record_W5_Win

BGM_BTL_W5_Win

The victory jingle for "Green Streamer Battle." Titled "Green Streamer Battle - Victory Fanfare" on Nintendo Music.

BGM_SYS_Record_MiddleBoss_Win

BGM_BTL_MiddleBoss_Win

The victory jingle for "Boss Fight."

BGM_SYS_Record_Boss_W5_Win

BGM_BTL_Boss_W5_Win

The victory jingle for "The Dual-Bladed Duelist."

BGM_SYS_Record_Castle_W6_Puzzle

BGM_FLD_Castle_W6_Puzzle

The Thinking version of Origami Castle.

BGM_SYS_Record_Boss_W6_Win

BGM_BTL_Boss_W6_Win

The victory jingle for "The Fanged Fastener."

BGM_SYS_Record_King_Smou_Win_W6

BGM_BTL_King_Smou_Win_W6

The victory jingle for "Battle with King Olly."

BGM_SYS_Record_Castle_Inside

BGM_FLD_Castle_Inside_1
BGM_FLD_Castle_Inside_3
BGM_FLD_Castle_Inside_4

The music that plays when Origami Peach shows up in Peach's Castle, both in the prologue and before it turns into Origami Castle. This is only defined in the "sequenced voice data" part of the file rather than the "voice data" part, and it doesn't name any of the specific variations of the track to play.

Test Sound Effects#

TEST_SCENE_START
TEST_SCENE_END
TEST_BTL_SCENE_START
TEST_BTL_SCENE_END
DISPOS_BGM_BGM1_TSTW1C1_CampSite_Finalize
DISPOS_WIND_Wind1_Fld_TST_GmapSize
Signal_Dummy
SSE_TST_Splash_Charge
SSE_H_HEI_test_Nml_Run1
SSE_H_HEI_test_4_N_WalkA1
SSE_H_HEIMM_test_N_WalkA1
SSE_H_HEIMM_test_N_RunA1
SSE_H_HEIMM_test_N_RunB1
SSE_H_HEIMM_test_N_RunC1
SSE_H_HEIMM_test_N_RecoverA1
SSE_H_HEIMM_test_N_JumpA4
SSE_H_HEIMM_test_N_DamageA1
SSE_H_HEIMM_test_N_AttackB1
SSE_H_HEIMM_test_N_DeadB1
TEST_SE_BSA_Attack1
SE_DUMMY
TEST_FF
BGM_EVT_LineDanceTEST_W2C5
Vibration_Dummy
VIB_TST_Coin_Get
VIB_TST_Coin_Get2
sound_VibrationDummy
DISPOS_BGM_BGM1_Fld_TST_GmapSize
DISPOS_BGM_BGM2_Fld_TST_GmapSize
DISPOS_BGM_BGM3_Fld_TST_GmapSize
SE_TestFootStep
SE_ENV_Dispos_Dummy
DISPOS_ENV_Sea_Fld_TST_GmapSize
DISPOS_ENV_Grass_Fld_TST_GmapSize
BGM_AMB_TEST
SE_ETC_Decide_test
SE_ENV_Dummy
SE_Wind_Dispos_Dummy
SE_Voice_Dummy
SE_TEST_EVT_W2C4G_LuigiFind
SE_TEST_EVT_W2C4G_GearRescue
SE_TEST_V_LUG_KeyOut
SE_TEST_V_LUG_GoOut