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Unused Audio

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This is a sub-page of Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team.

Unused Music#

The following tracks are prefixed with SND_BGM_M_ in Blue Rescue Team.

EVENT_ZUKKOKE#

Red Rescue Team

Blue Rescue Team

This track's internal name suggests that it was intended for a cutscene. The word "zukkoke" is Japanese for "foolish" or "stupid."

SYS_TRAINING#

Red Rescue Team

Blue Rescue Team

This track's internal name suggests that it was intended for a training feature of some sort, which is likely to have been the Makuhita Dojo dungeons. The final game uses the oddly named DUNGEON_TUTORIAL_01 for this purpose.

There are also two completely silent tracks, labeled internally as DUMMY and SAVE_01.

Unused ME#

MEs are jingles used for notifications, with a few odd exceptions. The following tracks are prefixed with SND_ME_M_ in Blue Rescue Team.

EVOLUTION_02#

Red Rescue Team

Blue Rescue Team

This jingle is intended for the unused enemy evolution mechanic.

Additionally, the tracks LEVELUP (used when leveling up) and REWARD (used when receiving a mission reward) have unused duplicates labeled FANFARE and NEWS, respectively.

Unused Sound Effects#

The following sound effects are prefixed with Se_Num_ in Blue Rescue Team. All sound entries marked N/A only play back silence in-game.

ID

Sound (Red Rescue Team)

Sound (Blue Rescue Team)

Internal Name

Notes

308

SYS_08

Most SYS sound effects are intended for menu selections.

309

SYS_09

310

SYS_10

311

DS_SYS_01

This sound effect is used only in Blue Rescue Team for touch screen movement inside of dungeons, but Red Rescue Team has its own GBA variant regardless.

313

N/A

N/A

WAZA_CLEAR

ID #312 is filled by WAZA, which is used upon learning a move.

335

N/A

N/A

MOTION_EAT

The other MOTION sound effects are used by general dungeon actions such as throwing items or walking down stairs.

364

N/A

N/A

EFF_ANIM_4_ELECTRICITY

The other EFF_ANIM sound effects are used by particular Pokémon animations within dungeons.

390

THUNDER_M

391

WIND_M

392

ESP_M

409

TRAP_MINE

This sound effect may have been intended for an earlier iteration of the Selfdestruct Trap.

410

TRAP_BIGMINE

Similarly, this sound effect may have been intended for the Explosion Trap.

411

N/A

N/A

STATE_SHIELD

424

N/A

N/A

STATE_ESCAPE

452

EVENT_FLY_03

This and the following EVENT sound effects are intended for cutscenes, but no script references them in the final game.

456

EVENT_MOTION_JUMP_05

461

EVENT_SIGN_LAUGH_01

462

EVENT_SIGN_LAUGH_01_L

Only the version from Red Rescue Team loops.

467

EVENT_SIGN_HATENA_01

"Hatena mark" translates to "question mark". The second and third sounds in this category are both used extensively in cutscenes.

488

EVENT_SHOOTINGSTAR

495

EVENT_FREEZE

498

EVENT_EARTHQUAKE_02

518

EVENT_EFF_RAIN

Accompanied by ground effect #440, RAIN2.

633

N/A

N/A

EFF_SMOKE_1

634

N/A

N/A

EFF_SMOKE_2

635

N/A

N/A

EFF_SMOKE_3

637

N/A

N/A

EFF_SMOKE_5

804

N/A

N/A

EFF_G_THUNDER_02

Accompanied by dungeon effect #98, G_THUNDER_02.

916

N/A

N/A

EFF_EQUIP

Accompanied by dungeon effect #410, EQUIP. Equipping items makes no sound nor uses an animation in the final game.

917

N/A

N/A

EFF_EQUIP_OUT

Accompanied by dungeon effect #411, EQUIP_OUT. Unequipping items similarly uses neither.

923

N/A

N/A

EFF_BOMB_FRUIT

Very likely intended for dungeon effect #416 used by the Blast Seed, BOMB_FRUIT. This dungeon effect uses EFF_SMALL_BOMB as its sound instead.