the cutting room mirror

Unused Sound Effects

This is a sub-page of Pikmin 2.

To do:

  • Probably more sounds that I missed, especially for the enemies.
  • See if there's a difference between the Pikmin greeting sound and the used .ast version.
  • When unused Pikmin animations eventually get documented, link the unused Pikmin dead sounds here to them, there's probably a connection.
  • Get better separated rips of the PSSE_MP_BIRD01_MIX01 sounds, there's like 10 of them.
  • PSSE_EV_POD_SLIDE might be unused, its not used by any code, but you would have to check every cutscene involving the pod to be sure.
  • Add the Pikmin wav samples that don't have an actual sound effect in se.bms (737-749)

Present in the games sound effect file se.bms are quite a few unused sounds. Some are just leftovers from the first game, while others are new but never used. All sound effects in Pikmin 2 are in one of 6 groups, which is how they will be categorized here. They also are all named thanks to the presence of PSound.asn in the AudioRes folder.

Captain Sounds#

Sounds meant to be played by one of the 3 captains.

PSSE_PL_NUKU#

This sound was used in the first game when Pikmin got uprooted by the Smoky Progg. Obviously, that doesn't happen here, and the Pluckaphone uses a different sound thats closer to the regular pluck sound.

dummySound#

What seems to be a placeholder sound that's used in a handful of spots, mostly in the Captain category. It's just a beep with a bit of an echo (which is common with a lot of sounds in this game). Its name notably is the only time the usual sound effect naming convention is broken.

PSSE_PL_THROW_CHANGE#

A rather odd sound. The name implies it would have been used when swapping the held Pikmin type, but the final game uses a sound in the system category as well as a Pikmin voice instead.

PSSE_PL_ORIMA_DOWN#

The sound used when Olimar gets defeated in the first game. In this game, nothing really plays besides the cutscene music.

PSSE_PL_JUMP / PSSE_PL_JUMP2#

Two Olimar jumping sounds used in a couple cutscenes from the first game. Pikmin 2 notably opted for more natural sounds for these things compared to the first game.

PSSE_PL_TAMEIKI_ORIMA#

This one is just weird. The name TAMEIKI translates to "sigh", so maybe it was meant to be used in cutscenes similar to the Jump sounds?

PSSE_PL_TAMEIKI_LUGI#

A version of the above sound meant for Louie, although it sounds nearly identical.

PSSE_PL_WALK_ORIMA#

Possibly an early version of the walk sound, this one is exclusively for Olimar, and has unique voice clips for him. Compared to the used walk sounds, there's no actual sound of the floor here, only Olimar's voice. The final sounds combine the captain vocalizations and floor sounds into a single sound effect. (Note that it plays multiple times in this clip, since it has multiple samples to choose from randomly)

PSSE_PL_WALK_LUI#

Louie's version of the above walking sound, same notes apply here. Note that the final walk sounds aren't separated by captain like these, they instead seem to use some port switching trick, likely because three separate walk sounds for every terrain type would have gotten very excessive.

PSSE_PL_WALK_SHACHO#

President's version of the sound. To be clear, these samples themselves aren't unused, they're heard when the president walks, as they should. But this sound in particular has them isolated, and is separate from the terrain specific sounds that actually get used.

PSSE_PL_PUNCH_ORIMA#

In a much less ambiguous case than the walking sounds above, it appears each captain was planned to have unique punching sounds. In the final game, a generic sound is used no matter who you play as, without any vocalization.

PSSE_PL_PUNCH_LUI#

Louie's punching sound.

PSSE_PL_PUNCH_SHACHO#

President's punching sound seems to be identical to Louie's, so this idea for unique punch sounds was probably scrapped before it got this far.

PSSE_PL_GORYU_PLAYER#

This one has some resemblance to the sound the ship makes when opening a message box. It may have been a placeholder, based on it also being used for the following sound.

PSSE_PL_KAISAN_PLAYER#

Pretty much identical to the above sound, the name implies it would have been used for dismissing Pikmin. The used dismissing sound (for Olimar) is called PSSE_PL_KAISAN. It's possible this was a placeholder for Louie or President's unique dismiss sound?

PSSE_PL_BOYOYON#

Absolutely no idea what this could have been for.

Sounds meant to be played globally, usually in a menu or UI based interaction.

PSSE_SY_MENU_PAUSE#

The pausing sound effect straight from Pikmin 1. Pikmin 2 opted for a more generic menu opening sound effect when pausing that's also used for other menus.

PSSE_SY_MESSAGE_WRITE#

This sound was used in the first game when Olimar wrote his monologues and end of day reports, where it played for every character. Pikmin 2 would go on to replace this with everyone's favorite fully voiced ship instead.

PSSE_PK_VC_SAY_PIKMIN#

This one's an odd case for multiple reasons. First of all, it's obviously the iconic greeting sound you hear when starting up the game, but the sound that gets played on the Nintendo logo is actually a specific music file from the streamed (.ast) directory. The presence of the sound in the actual sound effects archive implies that either the Nintendo logo was meant to play this sound effect instead of streamed audio (this may have been problematic since the sound effects take a moment to get loaded after booting), or this sound would have been played in actual gameplay as well as the Nintendo logo. The other odd thing here is the name of this sound effect implies it was meant to be in the Pikmin sound category (PK), but it got moved to the menu sounds without getting renamed at some point.

PSSE_SY_HAPPA_SAY_PIKMIN#

A bulbmin version of the above greeting sound. Unlike the above sound, this one IS properly named for being a menu sound. The existence of this implies the above sound was meant to be made by actual Pikmin in-game, although its not set up to be used if a bulbmin were to make the greeting sound.

PSSE_SY_OTAKARA_ZOOMIN#

As seen in early footage of the game, the treasure collect screen was meant to allow the player to zoom in and out of the treasure using the c-stick. This sound would have been played when zooming in. It's similar to the sound used when zooming in on the map screen, but lower pitched.

PSSE_SY_OTAKARA_ZOOMOUT#

Same boat as the above sound, but for zooming out.

PSSE_SY_OTAKARA_NAME#

The name of this sound implies it would have been used when a treasure's name appears on the collection screen. No sound plays here in the final game, probably because the screen has enough noise with all the cash register sounds and music going on.

Pikmin Sounds#

When the Pikmin got smarter, some sacrifices were made. Prepare for high levels of cuteness.

PSSE_PK_VC_DEAD2#

An alternate take on the Pikmin dying sound (PSSE_PK_VC_DEAD1). Might have been meant to go with one of the unused death animations.

PSSE_PK_VC_DEAD3#

Another alternate take on the Pikmin dying sound (PSSE_PK_VC_DEAD1). Might have been meant to go with one of the unused death animations.

PSSE_PK_VC_KINOKO_OBORE#

In the first game, this was used when a Pikmin has been drowning too long and is about to die. Oddly, they just stay silent during this animation in Pikmin 2, even though the sound is right here. For some reason, the name mentions Kinoko, meaning mushrooms. This may imply this sound was meant to be used for Mushroom Pikmin? None of the actual Mushroom Pikmin sounds from the first game are here, but this might give some idea that they were planned to be included.

PSSE_PK_VC_FIND#

This was used in the first game when Pikmin spot a bomb rock on the ground. Naturally, this doesn't happen in Pikmin 2, and no new scenarios really needed it for anything.

PSSE_PK_VC_YATTA#

One of two potential sounds that would play when Pikmin successfully pick up a bomb rock, which is obviously not a thing in Pikmin 2. This voice line can be used in the cave results screen as part of a separate sound effect, if no Pikmin are lost.

PSSE_PK_VC_NOBI#

The other sound that would be played when picking up a bomb rock. Alongside the results screen, this sample is also one of several used when plucking Pikmin, but that's part of a separate sound effect.

PSSE_PK_VC_CRASH#

No idea where this would have been used, maybe an idle animation?

PSSE_PK_VC_GAKKARI#

Pikmin sad after failing a task. This was used in a variety of situations in the first game, all of which can never occur in Pikmin 2. The whole concept of Pikmin being sad about anything just never happens in this game (other than when they're dying), even though some code for it still exists.

PSSE_PK_VC_SNEEZE#

Probably meant for an idle animation, or perhaps Pikmin could randomly sneeze at one point similar to how they can trip.

PSSE_PK_VC_ANGRY2#

This sound consists of a sample that most certainly does get used, but PSSE_PK_VC_ANGRY is what actually gets played when Pikmin are fighting, not this one. The only difference between this and the used one is that the used one picks one of two voice lines, whereas this sound only uses this one line.

PSSE_PK_VC_OTTOTTO#

Possibly meant for Pikmin being affected by a hazard, or perhaps just another idle animation. Either way, it never saw the light of day.

PSSE_PK_VC_SKIP#

Another ambiguous sound that could have been for a variety of things.

PSSE_PK_VC_BLOWN_DEAD#

A sound for Pikmin getting blown by wind? This one is unique among unused Pikmin sounds in that its told to switch to a bulbmin sound (PSSE_PK_HAPPA_FALL) if a bulbmin makes it. However, this is just the sound bulbmin make when falling into a cave floor, so its not a unique sound effect and does get used elsewhere.

PSSE_PK_VC_SPLASH_OFF#

May have been used for when Pikmin escape water while drowning, but a different sound (PSSE_PK_VC_BURUBURU) is used instead. While not used here, it would be later reused in Pikmin 3 for the same action, albeit slightly altered.

PSSE_PK_DOPING_IMI#

Return of the dummySound beep, but this one is unique in being given an actual name. The name implies it would have been a sound associated with the sprays, but it must have been scrapped early on.

Item Sounds#

Sounds meant for items, such as bridges and the ship.

PSSE_EV_ONYON_BOOTUP / PSSE_EV_ONYON_APPEAR#

These sounds are used in the unused unused Onion Bootup cutscenes.

PSSE_EV_G20_ONYON_APPEAR_W / PSSE_EV_G20_ONYON_LAND_W#

Extra sounds to be used in the Blue onion version of the cutscene.

PSSE_EV_FOUNTAIN_SHOT#

This sound may imply Pikmin 1 style geysers were planned to return, as a single short burst of water doesn't really make sense with 2's geysers.

Misc. Sounds#

A lot of random sounds, mostly ambience, but some juicy testing sounds as well.

PSSE_MP_JUMP#

Sounds like the sounds the onions in the Challenge Mode results screen use, but this one isn't used there, or anywhere else.

PSSE_MP_BELLTEST#

Likely an early attempt at a Challenge Mode complete jingle, this includes the lingering sparkle sounds that the final versions also have.

PSSE_MP_FANFARETEST#

Another early completion jingle, possibly for completion of a cave, or Challenge Mode again.

PSSE_MP_TAKARATEST#

Likely an early version of the ambience that plays when saving between cave floors. This uses much higher pitched bells in comparison. Unfortunately no Totaka's song to be found here, though.

PSSE_MP_CALLINTEST#

An early attempt at the sound the Ship makes when alerting Olimar in cutscenes.

PSSE_MP_BIRD0[X]_MIX0[X]#

A whole bunch of unused synthetized bird samples, meant to be ambient background sounds. A few samples ended up being used in the title screen music, where they are baked into the streamed music itself.

Enemy Sounds#

Sounds that would be made by the many fauna the player encounters.

PSSE_EN_CHAPPY_DAMAGED#

In the first game, Bulborbs had a special animation for being woken up by a bomb rock, which would play this sound. In 2, they just get woken up by bombs the same as they do from any other source.

PSSE_EN_TANK_DAMAGE#

In the first game, Fiery Blowhogs made this sound every time they took a hit, but in 2 they don't make a sound.

PSSE_EN_PONGASHI_EAT#

A sound that Candypop Buds made while converting Pikmin in the first game. Here, they just stay quiet during this point in the conversion instead.