the cutting room mirror

Unused Music

This is a sub-page of Pikmin 2.

Unused Streamed Music#

File Name

Audio

Notes

book.w.32.c4

Unknown. Possibly an early track for the Piklopedia / Treasure Hoard screens.

Camera

Intended for the unused camera tutorial, which is quite long.

ff_c_annihi.w.32.c4

Likely an early version of the Pikmin extinction fanfare. Could have also been for Challenge Mode.

ff_c_playerdown.w.32.c4

Likely an early version of the Leader down fanfare. Could have also been for Challenge Mode.

ff_c_tget.w.32.c4

A treasure appraisal fanfare. Could have also been for Challenge Mode.

ff_akirame.w.32.c4

"Akirame" means "give up". Might have been used when exiting a cave/Challenge Mode level through the menu.

ff_draw.w.32.c4

Likely meant for a 2P result screen. This variation is for a draw game.

ff_l_win.w.32.c4

Likely meant for a 2P result screen. This variation is for Louie winning.

ff_o_win.w.32.c4

Likely meant for a 2P result screen. This variation is for Olimar winning.

ff_onyonboot.w.32.c4

Intended for the unused cutscenes featuring an onion booting up. As it is, the onions are always above ground,
so there's no need for this track.

PayEnough

Likely an early fanfare for the debt, perhaps for completely clearing it.

PayNotEnough

Likely an early fanfare for the debt, perhaps for reaching a 10% milestone.

title.w.44.c4

Early or alternate title screen theme.

ff_timeup.w.32.c4

While not unused itself, this song contains a rather ominous looping section that can't normally be heard, because this theme only plays for as long as the Time's Up! screen takes.

ff_tgetDR.w.32.c4

Unlike the several other unused 2-Player Battle themes, this one IS fully intended to be used in the event both players meet the marble win condition at the same time. However, both players collecting a game winning marble at the same time simply can't happen with how 2-Player Battle is coded. One player's collection will always register first, and the other player's will be ignored, even if its on the same frame. Any other situation that leads to a draw will use one of the other ending themes instead.

There are also a bunch of duplicate audio files of existing songs. Two of these copies might have been intended for Challenge Mode:

  • ff_c_floor_in.w.32.c4, a copy of the theme for landing on a cave floor.
  • ff_c_return_e.w.32.c4, a copy of the music for returning from the Emergence Cave.

These other seven were saved at a different sample rate:

  • ff_explain_f60.w.44.c4, a copy of an explanation cutscene theme.
  • ff_explain_f75.w.44.c4, a copy of an explanation cutscene theme.
  • ff_explain_f90.w.44.c4, a copy of an explanation cutscene theme.
  • ff_vs_annihiOW.w.44.c4, a copy of the theme for Olimar winning via extinction in 2-Player Battle.
  • ff_vs_pdownLW.w.44.c4, a copy of the theme for Louie winning via leader KO in 2-Player Battle.
  • ff_vs_pdownOW.w.44.c4, a copy of the theme for Olimar winning via leader KO in 2-Player Battle.
  • ff_vs_tgetOW.w.44.c4, a copy of the theme for Olimar winning via marbles in 2-Player Battle.
  • ff_vs_tgetLW.w.44.c4, a copy of the theme for Louie winning via marbles in 2-Player Battle.
  • ff_vs_tgetDR.w.44.c4, a copy of the theme for a marble draw in 2-Player Battle. (Yes, there are a lot of 2-Player battle ending themes)

Unused Sequenced Music#

This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Add 2pbattle.bms, result.bms, and id_test.bms to this list. They all have weird technicalities preventing them from being easily played.

File Name

Audio

Notes

c_result.bms

Unused early challenge mode results. It sounds rather unfinished compared to the final version.

u_result.bms

Unused version of the cave results theme.

ff_annihi.bms

Early Pikmin extinction theme.

ff_doped.bms

The name implies it would have played when using a spray for the first time, or maybe just when you first acquire one.

ff_doping.bms

Same as the above, probably whatever of those two purposes the file above wasn't for.

ff_keyget.bms

Early jingle for collecting The Key treasure.

ff_playerdown.bms

Early version of the captain down theme.

ff_treasureget.bms

Early version of the treasure collection theme.

The "ff" before most of these indicates being a "fanfare". Most of them are very short compared to their final equivalents, which loop to work with the cutscene text.

Unused Boss Music#

This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Get a more complete rip of the Boss theme in swing.

Boss music in Pikmin 2 is composed of several miniature songs that are jumped between to form the complete song. The Titan Dweevil's theme contains one segment that is entirely unused. While the final normal segment for the regular boss theme is 12, it seems that 13-16 can play without crashing, although they just sound like the first 4 segments with some glitching in the later ones. It's hard to say if they're actually unused/unfinished segments or if the game is just reading garbage data that happens to not crash.

Sequence File

Segment

Audio

Notes

l_boss.bms

12

This seems like it would have been an intro segment to the fight, considering there isn't one at all in the final game. It jumps to the main theme after finishing, which supports this idea.

Most level music in Pikmin 2 changes to a swing tempo when playing as Louie (or the President). The boss theme is exempt from this, but it seems that was not always the case. Any other song that doesn't normally have swing won't change when the code to activate swing is called, but the regular boss theme actually is fully capable of being played in swing. It was likely scrapped at some point, for one reason or another. It could also just be a bug with how the boss theme is handled compared to the main level theme, hard to say.

Sequence File

Audio

Notes

m_boss.bms

Most of the song's segments in swing. The intro and boss defeated ones seem to not change. Note that this theme includes the Waterwraith second phase theme as well.

Unused Spiderwort Mixes#

There are a lot of cases where Spiderwort mixes are coded in, but Spiderworts aren't actually present to have this mix play in-game without hacking.

Valley of Repose Spiderwort Mix#

Like the other 3 areas, the Valley of Repose has a complete Spiderwort mix track coded in. The pad instrument used for it is the same as the Awakening Wood's. To go along with the Valley of Repose's melody, it plays some very complex harmonies to match. By hacking some Burgeoning Spiderwort plants into the level, it's possible to hear it naturally in-game.

Watch on YouTube

Cave Spiderwort Mixes#

Every cave song in the game technically has a Spiderwort mix, as it's a requirement by the game's adaptive music system. Whether or not there'll actually be any meaningful data present in the Spiderwort mix will vary per song. Every song by Hajime Wakai has a completed Spiderwort mix, and just three songs by Kazumi Totaka (caveconc_00, caveconc_05, coneconc_10) do as well. The rest of the music by Totaka, including "caverelax", "caveglass", and all the "new_XX_Y.cnd" songs just have junk data for the Spiderwort mix, probably because these songs were added late in development and it was clear that there was no point in adding this extra mix.

Song Name

Audio

Notes

caveconc_00

This Spiderwort mix has two different sine-wave pads on two different tracks, each picking from a different selection of pitches on random beats.

caveconc_05

Same as above, though both sine-wave tracks have been transposed up three notes in order to better match the song's key.

caveconc_10

Once again, same thing. Though in caveconc_10_1, the sine-wave pad panned to the left is set to be a lot quieter than the right one.

cavekeyget

Technically, a repeating crash cymbal is set to be in the Spiderwort mix for this song. Here is what the actual Spiderwort mix was intended to be. It's just the same chords the organ plays, but longer.

cavemetal_00

A pad plays a random chord every measure. Every Spiderwort mix after this one is in the same format, though theres sometimes a different amount of available gestures. Usually, a single chord makes up a whole gesture. This one has 4 different gestures, and so, 4 different chords.

cavemetal_05

This one has 5 different chords. This is actually the same gesture set used for the lower pad synthesizer.

cavemetal_10

This one has 4 different chords.

cavesoil_00

This one has 4 different chords.

cavesoil_05

This one has 3 different chords.

cavesoil_10

This one has 4 different chords.

cavetile_00

This one has 4 different chords.

cavetsumiki_00

This one has 6 different chords, but only three gestures. Each gesture is comprised of two chords that play back-to-back.

Unused Cave Music#

Randomly generating cave music in Pikmin 2 needs to have two files: a .bms (sequence) file, and a .cnd (conductor) file.

The BMS file type is a sequenced music format used in many games. For the cave music in Pikmin 2 however, it is specially-formatted. It mainly contains many short snippets of musical information to be randomized.

The CND files are the actual "songs"; they take specific groups of snippets from a BMS file, and endlessly puzzle-piece them together to form a coherent piece of music.

Unused Conductor Files#

The following CND files are unused "variation songs". Dozens of these were made, but an overwhelming majority were never utilized in any sublevels.

First, an unused variation of caveconc_00_0.cnd:

File Name

Notes

caveconc_00_1.cnd

This unused variation is identical to the original, besides some tweaked volume settings:

  • The trombone-like synthesizer's volume was lowered from 112 to 108.
  • The electronic tabla's volume was increased from 104 to 112.
  • The bell piano's volume was lowered from 88 to 80.
  • The electronic djembe's volume was increased from 112 to 120.
  • Both of the Spiderwort mix pads had their volume increased from 0 to 76, even though you can't trigger this mix.

An unused variation of caveconc_05_0.cnd:

File Name

Audio

Notes

caveconc_05_1.cnd

This audio showcases several mixes:

  • The treasure mix contains the bass clarinet. (1:09)
  • The enemy mix contains the sampled chord instrument. (1:43)
  • The combat mix contains the hi-hat. (2:00)
  • The Spiderwort mix contains the rest of the drum set, as well as one of the Spiderwort mix pads. (2:34)
  • The other Spiderwort mix pad isn't grouped into a specific mix, so it just defaults to playing the entire time.

This unused variation has a lot of tweaked volume settings:

  • Almost every instrument's volume was lowered slightly, except for the bass guitar.
  • Both of the Spiderwort mix pads had their volume increased from 0 to 76, even though you can't trigger this mix.

More notably, this song's trackMap file, trackMap_Cond_T.txt, has slightly different mapping settings for this variant. It strangely rearranges the instruments into different mixes, such as grouping the bass clarinet into the treasure mix.

An unused variation of caveconc_10_0.cnd:

File Name

Notes

caveconc_10_1.cnd

This unused variation is identical to the original, besides a lot tweaked volume and panning settings:

  • Almost every instrument's volume was lowered slightly, except for the synth bass.
  • The left Spiderwort pad's volume was increased from 0 to 48, and the right Spiderwort pad was increased from 0 to 96.
  • The conga and cowbell aren't panned as hard to the left and right speakers; they're more centered now.

An unused variation of caveglass_00_0.cnd:

File Name

Notes

caveglass_10_0.cnd

This unused variation is identical, besides some incredibly minor tweaks to the volume and panning settings:

  • The volume of the lead instrument and wood blocks are lowered slightly.
  • The bowl and davul in the combat mix aren't panned as hard to the left and right speakers; they're more centered now.

The following are unused variations of cavemetal_00_0.cnd. Only the original version gets used in the game.

File Name

Audio

Notes

cavemetal_00_1.cnd

The climbing "C#, D, D#" and "F#, G, G#" marimba patterns from the original are now in reverse, becoming falling "D#, D, C#" and "G#, G, F#" patterns.

cavemetal_00_2.cnd

The marimba in cavemetal_00_0 frequently plays F# with an occasional higher C#; however in this version, these two notes are swapped with each other, making the C# the more frequent note here. Also, the rising 3-note patterns are moved up an additional 3 semitones.

cavemetal_00_3.cnd

This one is a combination of cavemetal_00_1 and cavemetal_00_2's quirks: the rising 3-note patterns are reversed, and the F# and C# notes are swapped again.

cavemetal_00_4.cnd

This last variant once again has the swapping of the F# and C# seen in the previous two variants, but now the C# is an octave higher. Also, the rising 3-note gestures now confusingly start on these same two notes; they will play "C#, D, D#", and "F#, G, G#".

The following are unused variations of cavemetal_05_0.cnd. The original version, cavemetal_05_0.cnd, is used once on sublevel 2 of the Secret Testing Range in Challenge Mode. The 4th variant, cavemetal_05_4.cnd, is the one that actually gets common use throughout the game.

File Name

Audio

Notes

cavemetal_05_1.cnd

This variation has a different melody. The main guitar is "Fluid Guitar", and the treasure mix uses "Magic Guitar".

cavemetal_05_2.cnd

This variation has a different melody. The main guitar is "Rich Guitar", and the treasure mix uses "Fluid Guitar".

cavemetal_05_3.cnd

This variation has a different melody. The main guitar is "Steel-String Guitar", and the treasure mix uses "Magic Guitar".

The following are unused variations of cavemetal_10_0.cnd. The 4th variant, cavemetal_10_4.cnd, is used once on sublevel 5 of the Snagret Hole.

File Name

Audio

Notes

cavemetal_10_1.cnd

This unused variation has a different melody, which uses the atonal group A♭, A, B♭, B, D♭, D, E♭, E, G.

cavemetal_10_2.cnd

This unused variation has a different melody, which uses the atonal group A♭, A, B♭, B, D♭, D, E♭, E, G♭.

cavemetal_10_3.cnd

This unused variation has a different melody, which uses every note except for C.

The following are unused variations of cavesoil_00_0.cnd.

File Name

Audio

Notes

cavesoil_00_1.cnd

This unused variation has a different melody.

cavesoil_00_2.cnd

This unused variation has a different melody.

cavesoil_00_3.cnd

This unused variation has a different melody.

cavesoil_00_4.cnd

This unused variation has a different melody.

The following are unused variations of cavesoil_05_0.cnd. In each, the treasure mix instrument doesn't have its own gesture set, so it pitchbends just like the tuba. Also, the echo in the pizzicato and brass tracks is gone.

File Name

Audio

Notes

cavesoil_05_1.cnd

This unused variation has a different melody.

cavesoil_05_2.cnd

This unused variation has a different melody.

cavesoil_05_3.cnd

This unused variation has a different melody.

cavesoil_05_4.cnd

This unused variation has a different melody.

The following are unused variations of cavesoil_10_0.cnd. The original version, cavesoil_10_0.cnd, is used once on sublevel 3 of the Bulblax Kingdom. The 3rd variant, cavesoil_10_3.cnd, is the one that actually gets common use throughout the game.

File Name

Audio

Notes

cavesoil_10_1.cnd

This unused variation has a different melody. Also, the cymbal in the combat mix is slightly quieter.

cavesoil_10_2.cnd

This unused variation has a different melody.

cavesoil_10_4.cnd

This unused variation has a different melody. The ping-synthesizer also plays a lot more often.

Duplicate Conductor Files#

Two conductors, iron.cnd and caveboss.cnd, are unused in the final game. They even have unused sequences to go with them: a_iron.bms and caveboss.bms.
(caveboss.bms is not to be confused with m_boss.bms, which is the actual boss theme.)

Unfortunately, neither of these are as interesting as they could have been. Both of these conductor files are identical copies of cavemetal_00_0.cnd, and their .bms files just contain duplicate information from cavemetal.bms.

a_zawinul01.bms#

An unused cave music sequence file, a_zawinul01.bms, has a TON of unused gestures within it. Unfortunately, it was orphaned; it has no CND files that go with it, meaning that it cannot be played, and it is unknown how its music would exactly generate or sound.

Even without the context of a .CND file, it is still possible to look at the gestures inside of the file. It can be surmised that this particular .BMS was most likely used for testing the cave music system while it was in development. While a portion of it does seem to be genuine unused melodic or percussive data (perhaps data for a simple generative test song or two), there are also many sequences of gestures that are nothing but simple chromatic runs, and long, wildly pitch-bent notes. There is also a copy of caveconc_00's melodic gestures near the end of the file.

Unused Gesture Sets#

Gestures and gestures sets are unofficial terms that describe how musical information is stored within BMS files in Pikmin 2.
A gesture is a single pattern of notes, while a gesture set is a group of many gestures. An instrument in a conductor file can be given any gesture set to play from the BMS file. A number of gesture sets are impossible to hear, either due to them being permanently stuck in a muted state, or because they just weren't used in any conductor file to begin with. In the latter case, it is completely unknown what instrument was supposed to play them, and on what beats.

The following gesture sets in cavekeyget.bms don't get used in any conductor file, or go unheard:

Sequence File

Set

Audio

Notes

cavekeyget.bms

27

The intended Spiderwort mix for cavekeyget. This didn't actually end up in this song's conductor file, but the one below did.

cavekeyget.bms

46

This one is a looping set of crash cymbals. This was intended to be in the combat mix, but was accidentally grouped into the neighboring Spiderwort mix, becoming impossible to hear.

The following gesture sets in cavemetal.bms don't get used in any conductor file:

Sequence File

Set

Audio

Notes

cavemetal.bms

4

On a percussion track: On a pitched instrument:

Two very short patterns. It's very similar to some of the percussion tracks in this song, but it's also plausible that it was intended for a pitched instrument.

cavemetal.bms

9

An instrument sounding twice, most likely intended for a percussion instrument.

cavemetal.bms

23

Two rising gestures of (A B C# E A), and (G B D B G). Given its placement within the .bms, it was likely intended to be used in cavemetal_05.

cavemetal.bms

26

Another unused melodic set for cavemetal_05. This one isn't even used in any of the 5 cavemetal_05 variants.

The following gesture sets in cavesoil.bms don't get used in any conductor file, or go unheard:

Sequence File

Set

Audio

Notes

cavesoil.bms

12

An unused organ in cavesoil_00. Its the most complex gesture set in the game, with a whopping 15 gestures! This is technically used in the conductor file (in the main mix), but its volume is set to 0.

cavesoil.bms

40

Another Spiderwort mix for cavesoil_05..? The conductor file doesn't use this one.

cavesoil.bms

41

And another... Perhaps these were intended for the different melodic variants of cavesoil_05.

The following gesture sets in cavetile.bms don't get used in any conductor file:

Sequence File

Set

Audio

Notes

cavetile.bms

15

Three atonal gestures for cavetile.

cavetile.bms

17

Another three atonal gestures for cavetile.