the cutting room mirror

Unused Audio

This is a sub-page of Super Mario 3D Land.

There is a lot of unused audio in this game, just like in the E3 build, and it is quite evident that this game rooted from Super Mario Galaxy.

Music#

Short Intro#

A shorter version of the HOME screen jingle, which seems to be an unused "enter course" jingle. It exists as both a stream (STM_BGM_JG_COURSEIN.bcstm) and as a wave archive ( WSD_COURSE_IN).

Unused Mario Theme Jingle#

An unused Super Mario Bros. jingle, which seems to be another unused "enter course" jingle. It was reused in Animal Crossing: New Leaf as the sound for putting on Mario-related clothing. It can be found in the wave archive as WSD_COURSE_IN_B.

Peach Tied to Pole Music - Fast#

A faster tempo version of the music that plays after the player finds Peach tied to the flagpole. However, it does not play when using a P-Wing and make the time run out, marking it as unused.

E3 2011 Course Select#

The stream that was used in the E3 2011 demo's course selection screen is still in the final version, under the name STM_BGM_COURSE_SELECT.bcstm.

Super Star Theme Copy#

A copy of the Super Star theme called StmDummy.bcstm can be found in the SoundData/streams folder. Super Mario 3D World also has a duplicate copy of its Super Star theme. This is technically used for some situations when there isn't meant to be background music playing, but the track isn't actually audible.

NoteObjTest Underground Remix#

A short remix of the Super Mario Bros. Underground theme. It is not stored as a .bcstm, and rather as a streamed sequence sound in the wave archive. SsNoteObjTest and SsNoteObjTestLong have a condition check, when true, will play the next section each time.

Sounds#

  • SeSyStageStartKoopa is split into 3 parts. When entering the bowser level, only the laugh is played (SeSyStageStartKoopaLaugh). The first half of the melody is also used for SeSyDmLastLetterWipeKoopa, which was left unused. The second half is used when a letter is opened (SeSyDmOpAstonishJingle). Even here, it may have been attempted to use the first half with SeSyLvDmOpAstonishJingleFormer, but it was silenced instead.
  • In the E3 2011 kiosk demo of Super Mario 3D Land, there is some unused music leftover from The Legend of Zelda: Ocarina of Time 3D. While the music sequences are gone, the instrument bank (BANK_QUEEN_TITLE) used for them is still present in the final version of the game.

Sound Item#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are the Kinoko Gift Solver/Gold Sounds used?

These exist and point to a sequence label, but never used by the game.

System#

Name

ID

Starting Offset Label

Sound

SeSyCoinSequential

103

SeSyCoinSequential

SeSyCoinSmallGroupAppear

106

SeSyCoinSmallGroupAppear

SeSyGetCollectCoinEmpty

114

SeSyGetCollectCoinEmpty

SeSyGetCollectCoinBak

115

SeSyGetCollectCoinBak

(empty)

SeSyGetCollectCoinBak2

116

SeSyGetCollectCoinBak2

SeSyMetronomeLow

119

metro_low

SeSyMetronomeHigh

120

metro_high

SeSyWarpStart

121

warp_start

SeSyWarpEnd

122

warp_end

SeSyTimerCountL

123

timer_common_count_l

SeSyTimerCountH

124

timer_common_count_h

SeSyRiddleM

135

sys_riddle_m

SeSyLastDamageSM1

142

sy_damage_last_mario1

SeSyDokanSmg

146

sy_dokan_smg

(empty) Final version is empty, while the E3 version still has the sequence code.

SeSyDokanOrg

147

sy_dokan_org

SeSyWarpPorterEndSign

154

SeSyWarpPorterEndSign

This was used in the E3 demo to signalize that the Warp Box is almost closing. Final uses a countdown timer paired with a "ding" sound instead instead.

SeSyRestartFlagTimerIncrease

172

SeSyRestartFlagTimerIncrease

The E3 version played this together with "SeSyTimerClockGet" whenever you collect a clock item, but it was merged into SeSyTimerClockGet, leaving this one unused.

SeSyNoteBlockJumpNormal

175

SeSyNoteBlockJumpNormal

The E3 version used this instead of the final versions SeSyNoteBlockJumpNormalNote, it always randomly picks one of these sounds to play.

SeSyNoteBlockJumpHigh

176

SeSyNoteBlockJumpHigh

The used sound is SeSyNoteBlockJumpHighNote, which includes functionality to alter the pitch from the game's code.

SeSyGyroLauncherInto

194

SeSyGyroLauncherInto

SeSyGyroLauncherGoOut

195

SeSyGyroLauncherGoOut

UI#

Name

ID

Starting Offset Label

Sound

SeSyDecide

206

SeSyDecide

SeSyCancel

207

SeSyCancel

SeSyFileMenuNext

215

file_select_next

SeSyFileMenuPrev

216

file_select_prev

SeSyFileMenuCopy

220

SeSyFileMenuCopy

SeSyStreetPathConfigButtonBack

225

SeSyStreetPathConfigButtonBack

SeSyDecideStageE3

227

SeSyDecideStageE3

SeSyE3MenuAppear

228

SeSyE3MenuAppear

SeSyWindowDecideNext

255

SeSyConfirmYes

Uses same label as SeSyConfirmYes, cut off. SeSyWindowDecideNext uses SeSyConfirmNo, although it is used.

SeSyTESTEST

267

SeSyTESTEST

(empty) Empty sound that refuses to play properly.

SeSyTrialThankYouVoice

272

SeSyTrialThankYouVoice

Used in the trial version, but not here.

System Demo#

Name

ID

Starting Offset Label

Sound

SeSyGoalPoleDown

272

SeSyGoalPoleDown

Duplicate, game uses SeSyLvGoalPoleDown instead.

SeSyDmWdLetterAppear

297

SeSyDmWdLetterAppear

SeSyStageStartKoopa

302

SeSyStageStartKoopa

Probably planned to play when entering the final boss level.

SeSyDmLgLetterGround

359

SeSyDmLgLetterGround

SeSyDmLastLetterWipeKoopa

372

SeSyDmLastLetterWipeKoopa

Course Select#

Name

ID

Starting Offset Label

Sound

SeSyCourseSelectNext

373

course_select_next

SeSyCourseSelectPrev

374

course_select_prev

SeSyCourseSelectPlStop

376

SeSyCourseSelectPlStop

(empty)

SeSyPlayerStageInBak

398

SeSyPlayerStageInBak

Unfinished version of SeSyPlayerStageIn, missing the chime.

Object#

Name

ID

Starting Offset Label

Sound

SeOjWarpCubeMoving

454

SeOjWarpCubeMoving

SeOjWarpPorterBoxShakeLittle

463

SeOjWarpPorterBoxShakeLittle

SeOjWarpPorterBoxShake

464

SeOjWarpPorterBoxShake

SeOjRouletteFixed2

510

SeOjRouletteFixed2

Alternate sound, which was never used. First preview is unused, second is used.

SeOjLvStoneDoorMove

546

SeOjLvStoneDoorMove

SeOjStoneDoorMoveStop

547

SeOjStoneDoorMoveStop

SeOjLvKickStoneFalling

580

SeOjLvKickStoneFalling

SeEmGarigariMoveStart

596

SeEmGarigariMoveStart

SeOjGeneratorBoxChildTimer

603

SeOjGeneratorBoxChildTimer

SeOjLvBoneRollerCoasterMoveWind

614

SeOjLvBoneRollerCoasterMoveWind

SeOjEffectObjFireworksBreak

621

SeOjEffectObjFireworksBreak

Probably replaced by similar, but repeating version at SeOjLvEffectObjFireworksBreak.

SeOjBirdChirpOnce

630

SeOjBirdChirpOnce

Object Step#

Name

ID

Starting Offset Label

Sound

SeOjStepRevivalCommonM

656

SeOjStepRevivalCommonM

SeOjBeatBlockAppear

676

SeOjBeatBlockAppear

SeOjBeatBlockDisappear

677

SeOjBeatBlockDisappear

Beat Stage#

Name

ID

Starting Offset Label

Sound

SeSyBeatBgmStop

767

SeSyBeatBgmStop

(empty) The label was removed, but not the .wav sample.

Object Koopa#

Name

ID

Starting Offset Label

Sound

SeOjKoopaLastDoorClose

807

SeOjKoopaLastDoorClose

SeOjBarrelFall

810

SeOjBarrelFall

Player Voice#

Name

ID

Starting Offset Label

Sound

SePvJumpSRnd

942

pv_jump_s_rnd

It is the same as SePvJumpS, but when played, theres a 2/3 chance nothing happens.

SePvDamageLast

945

pv_damage_last

Leftover from its predecessor. This was updated after the E3 build, but left unused, together with SePmDamageLast.

SePvTwistStart

949

pv_twist_start

SePvTwistStartJump

950

pv_twist_start_jump

Duplicate of SePvJumpJoy

SePvDamageDown

951

pv_damage_down

This was updated after the E3 build, but left unused.

SePvJump3rd

957

SePvJump3rd

SePvJumpGoalPole

974

SePvJumpGoalPole

SePvRumbleRope

975

SePvRumbleRope

Game only uses SePvRumbleRopeBig, rendering this unused.

SePvSquatCharged

982

SePvSquatCharged

Early version using the SePvRumbleRope label, replaced by SePvLvSquatCharged, which uses its own sound.

SePvJumpPropellerBlockHigh

991

SePvJumpPropellerBlockHigh

SePvLauncherHitWall

995

SePvLauncherHitWall

SePvDoorOut

996

SePvDoorOut

Player Motion#

Name

ID

Starting Offset Label

Sound

SePmJump2ndAdd

1007

SePmJump2ndAdd

SePmJumpTurnAdd2

1008

pm_jump_turn_add

SePmJumpTurnAdd2

1009

pm_jump_turn_add2

SePmJumpTurnAdd3

1010

pm_jump_turn_add3

SePmJumpBackAdd

1011

pm_jump_back_add

SePmPreHipDrop3

1016

pm_hipdrop_pre3

SePmTwistStartGroundJump

1019

pm_twist_start_ground_jump

SePmTwistStartGround

1020

pm_twist_start_ground

SePmTwistStartAir

1021

pm_twist_start_air

SePmLvTwistContinue

1022

SePmLvTwistContinue

SePmDamageLast

1024

SePmDamageLast

(empty) Just like SePvDamageLast, leftover from its predecessor. Removed after the e3 demo.

SePmDamageFallDown

1025

SePmDamageFallDown

SePmEndureSkyHold

1030

SePmEndureSkyHold

SePmRollingJumpLong2

1040

SePmRollingJumpLong2

SePmRollingJumpLong3

1041

SePmRollingJumpLong3

SePmRollingJumpLongMini

1043

SePmRollingJumpLongMini

SePmRollingJumpShortMini

1044

SePmRollingJumpShortMini

SePmRollingLongMini

1045

SePmRollingLongMini

SePmRollingShortMini

1046

SePmRollingShortMini

SePmPropellerFlyStart

1072

SePmPropellerFlyStart

Duplicate of SePmLvPropellerFlyStart.

SePmPropellerFlyDownSlow

1073

SePmPropellerFlyDownSlow

Duplicate of SePmLvPropellerFlyDownSlow.

SePmLvPropellerFlyDownFast

1075

SePmLvPropellerFlyDownFast

Player Footnote#

Name

ID

Starting Offset Label

Sound

SePmFootNoteRWaitHalfFrame

1090

SePmFootNoteRWaitHalfFrame

Missing its FootNoteL version, not even used in the E3 build.

Player Motion Water#

Name

ID

Starting Offset Label

Sound

SePmSwimTornade

1194

SePmSwimTornade

SePmInWater

1197

SePmInWater

SePmSurfaceMove

1199

SePmSurfaceMove

Replaced by SePmLvSurfaceMove.

SePmLvSwimSus

1202

SePmLvSwimSus

Player Voice Demo#

Name

ID

Starting Offset Label

Sound

SePvDMrJumpM

1215

SePvDMrJumpM

SePvDMrOpNoticeLetter

1229

SePvDMrOpNoticeLetter

SePvDMrCSStageEnd

1238

SePvDMrCSStageEnd

(empty)

SePvDMrCSStageStart

1239

SePvDMrCSStageStart

(empty)

SePvDMrCSChangePlayerEnd

1240

SePvDMrCSChangePlayerEnd

(empty)

SePvDLuRelieved

1260

SePvDLuRelieved

SePvDLuNoticeShadow

1261

SePvDLuNoticeShadow

SePvDLuFlueteredKoopa

1262

SePvDLuFlueteredKoopa

SePvDLuDodge

1263

SePvDLuDodge

SePvDLuFlinch

1264

SePvDLuFlinch

SePvDLuWonder

1265

SePvDLuWonder

SePvDLuStruggle

1266

SePvDLuStruggle

Enemy Voice#

Name

ID

Starting Offset Label

Sound

SeEvTogezoAppear

1282

SeEvTogezoAppear

Enemy Motion#

Name

ID

Starting Offset Label

Sound

SS_EM_TEST_VARIABLE

1219

test_variable

SS_EM_LV_TEST_VARIABLE

1220

lv_test_variable

SS_EM_LV_TEST

1221

lv_test

SeEmPataKuriboLand

1329

SeEmPataKuriboLand

SeEmLvFireBallFlying

1342

SeEmLvFireBallFlying

SeEmPackunSuccess

1347

SeEmPackunSuccess

SeEmTossindonFind

1360

SeEmTossindonFind

Tossindon is some kind of scrapped enemy, which exists in the E3 versions code.

SeEmTossindonDash

1361

SeEmTossindonDash

SeEmLvBombHeiBlinkNormal

1371

bomb_hei_blink_normal

Only SeEmLvBombHeiBlinkFast is used, rendering this unused.

SeEmPataKuriboJump

1384

SeEmPataKuriboJump

SeEmTeresaFind

1393

teresa_find

SeEmTeresaTailStop

1397

SeEmTeresaTailStop

SeEmTeresaBigFind

1401

SeEmTeresaBigFind

SeEmLvTeresaBigSweat

1401

SeEmLvTeresaSweat

Not only is it unused, but it doesnt even use its correct label. (should use SeEmLvTeresaBigSweat)

SeEmBugFlap

1415

SeEmBugFlap

SeEmBugFlapChase

1416

SeEmBugFlapChase

SeEmTogeMetboRecoverPullOut

1443

SeEmTogeMetboRecoverPullOut

SeEmFugumannenFlap2

1458

SeEmFugumannenFlap2

Only SeEmFugumannenFlap1 is ever used, rendering this as unused.

SeEmLvPukupukuFlyingPyun

1462

SeEmLvPukupukuFlyingPyun

SeEmPukupukuFlap

1463

SeEmPukupukuFlap

(empty)

SeEmKuriboTailTailAttackOld

1473

SeEmKuriboTailTailAttackOld

SeEmDossunTailTailAttack

1473

SeEmDossunTailTailAttack

SeEmUtsuboReturnEnd

1495

SeEmUtsuboReturnEnd

Uses its neighbor label, SeEmUtsuboAttackEnd, and never used.

SeEmGamaguchiKunLostStep

1524

SeEmGamaguchiKunLostStep

SeEmMeragonFireStart_2

1559

SeEmMeragonFireStart

SeEmLvWooGanSandMove

1570

SeEmLvWooGanSandMove

SeEmBlockDragonTrunHead

1588

SeEmBlockDragonTrunHead

SeEmBlockDragonTurn

1589

SeEmBlockDragonTurn

Enemy Ghost Player#

Name

ID

Starting Offset Label

Sound

SeEmGhostPlayerAppear

1604

SeEmGhostPlayerAppear

SeEmLvGhostPlayerDieEffect

1612

SeEmLvGhostPlayerDieEffect

Boss Motion#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What sound does Bunbun play on his last hit?

Name

ID

Starting Offset Label

Sound

SeBmBunbunRecoverShakeHead

1625

SeBmBunbunRecoverShakeHead

(empty)

SeBmBunbunDown

1631

bunbun_explode

SeBmBunbunRecover

1633

bunbun_recover

SeBmBunbunChangeShellRetract

1635

SeBmBunbunChangeShellRetract

SeBmBunbunBoundLight

1647

SeBmBunbunBoundLight

SeBmBunbunLastDamage

1653

SeBmBunbunLastDamage

A similar, used version exists at SeBmPunpunLastDamage. Bunbun plays another sound on his last hit.

SeBmPunpunBoomerangBurn

1662

SeBmPunpunBoomerangBurn

Boss Voice#

Name

ID

Starting Offset Label

Sound

SeBvPunpunDemoAppearTagLand

1713

SeBvPunpunDemoAppearTagLand

Boss Koopa#

Name

ID

Starting Offset Label

Sound

SeBvKoopaDown

1774

SeBvKoopaDown

Used version is SeBvKoopaDown2, rendering this one unused.

SeBvKoopaDemoAppearOnTheWay

1776

SeBvKoopaDemoAppearOnTheWay

SeBvKoopaBoneDown

1791

SeBvKoopaBoneDown

Same case as SeBvKoopaDown, the used versions are SeBvKoopaBoneDown0 through SeBvKoopaBoneDown2, rendering this one unused.

SeBmKoopaBeamExpandStart

1822

SeBmKoopaBeamExpandStart

Supporter Motion#

Name

ID

Starting Offset Label

Sound

SeSmLvKinopioPropellerFlyStart

1832

SeSmLvKinopioPropellerFlyStart

Duplicate of SeSmKinopioPropellerFlyStart.

SeSmKinopioAppealJump

1837

SeSmKinopioAppealJump

(empty)

SeSmKinopioAppealJumpLand

1838

SeSmKinopioAppealJumpLand

(empty)

SeSmKinopioDemoRun

1838

SeSmKinopioDemoRun

Duplicate of SeSmLvKinopioDemoRun.

SeSmKinopioDemoJumpLand_remove

1842

SeSmKinopioDemoJumpLand

(empty)

SeSmPeachGoalPoseLastSpin2_Mini

1842

SeSmPeachGoalPoseLastSpin2_Mini

Supporter Voice#

Name

ID

Starting Offset Label

Sound

SeSvKinopioWowFar

1858

SeSvKinopioWowFar

SeSvLvKinopioFrightFar

1861

SeSvLvKinopioFrightFar

SeSvKinopioAppealJump

1905

SeSvKinopioGradJump

Uses its neighbors label SeSvKinopioGradJump, and never used.

Sound Label#

These only exist as a label in a sequence file, and not referenced by a sound item.

Starting Offset Label

Group

Sound

SeSy1st_bird

System

Variant of the mario voice that plays when entering a level, but with birds. The calculatiom of the sound is so random, that theres over 3 million variantions possible.

SeSy1UpBak

System

Copy of the E3 version of the sound.

SeSyPropellerBlockAppear_BAK

System

Its proper bank is unknown, though the start label persists.

SeSyNoteBlockJumpNormalNoteBak

System

SeSyNoteBlockSuperJumpHighBak

System

SeSyItemGetBak

System

SeSyDmLgLetterLuigiWipeOut_BU

System Demo

A simpler version, that does not have the Super Mario World reference.

SeOjWarpCubeGoOutStartBak

Object

SeOjWarpCubeGoOutStartBak2

Object

(empty)

SeOjIronBallSwingAtEnd

Object

SeOjLvIronBallSwing

Object

pv_m_jump_turn

Player Voice

pv_m_pre_hip_drop

Player Voice

TESTTEST

Player Motion

Plays some sound repeatedly, the above preview was modified to make it audible.

pm_rolling2

Player Motion

pm_rolling3

Player Motion

pm_rolling4

Player Motion

pm_roll_jump_short_bak

Player Motion

SePmTurnBackStatueTEST

Player Motion

footnote_r_wood_thin

Player Footnote

This set of wood_thin footsteps are replaced by _b variants. The latter preview is the _b version.

footnote_l_wood_thin

Player Footnote

footnote_land_wood_thin

Player Footnote

footnote_jump_s_wood_thin

Player Footnote

footnote_l_in_water

Player Footnote

The sound SePmFootNoteLAtInWater was mistakenly labelled after its lower neighbor, footnote_land_in_water, rendering this unused.

ev_togezo_attack_success

Enemy Voice

The sound SeEvTogezoAttackSuccess was mistakenly labelled after its lower neighbor, ev_togezo_appear, rendering this unused.

em_blow_hit_bak4

Enemy Motion

SeEmLvTeresaBigSweat

Enemy Motion

The matching sound effect, although unused, uses the label SeEmLvTeresaSweat instead, rendering this unused.

SeBmBunbunRecoverShell

Boss Motion

Sound Wave#

These only exist as a raw .wav file, and never referenced in any kind of sequence.

Bank

Index

Sound

PLAYER_MOTION

5

PLAYER_MOTION

6

PLAYER_MOTION

7

PLAYER_MOTION

8

PLAYER_MOTION

44

PLAYER_MOTION

45

PLAYER_MOTION

60

PLAYER_MOTION

76

PLAYER_MOTION

77

PLAYER_MOTION

83

PLAYER_MOTION

94

PLAYER_MOTION

99

PLAYER_MOTION

105

PLAYER_MOTION

107

PLAYER_MOTION

110

PLAYER_MOTION

113

PLAYER_MOTION

114

QUEEN_TITLE

0

QUEEN_TITLE

1

QUEEN_TITLE

2

QUEEN_TITLE

3

QUEEN_TITLE

4

QUEEN_TITLE

5

QUEEN_TITLE

6

STATIC_INST

17

STATIC_INST

37

STATIC_INST

40

BEAT_STAGE

5

BEAT_STAGE

6

BEAT_STAGE

7

BEAT_STAGE

8

DEMO_WORLDINTERVAL4

1

DEMO_WORLDINTERVAL4

2

DEMO_WORLDINTERVAL4

3

DEMO_OPENING

8

DEMO_ENDROLL

1

PLAYER_VOICE_DEMOKOOPALAST_MR

14

PLAYER_VOICE_DEMOKOOPALAST_LU

14

I_TAIKO

0

I_TAMBOURINE2

0

I_TAMBOURINE2

1

I_TAMBOURINE2

2

I_TOFU_TRUMPET

0

I_FLUTE

0

I_FLUTE

2

I_LOW_SURFACE

0

STATIC_OBJECT

8

STATIC_OBJECT

31

STATIC_OBJECT

41

STATIC_OBJECT

63

STATIC_OBJECT

75

STATIC_OBJECT

81

STATIC_OBJECT

83

NOUSE_BACKUP

0

NOUSE_BACKUP

1

E3 location is STATIC_ENEMY/21.wav

NOUSE_BACKUP

2

E3 location is STATIC_ENEMY/22.wav

NOUSE_BACKUP

3

E3 location is STATIC_ENEMY/23.wav

NOUSE_BACKUP

4

E3 location is STATIC_ENEMY/24.wav

NOUSE_BACKUP

5

E3 location is STATIC_ENEMY/25.wav

NOUSE_BACKUP

6

E3 location is STATIC_ENEMY/26.wav

NOUSE_BACKUP

7

E3 location is STATIC_OBJECT/0.wav

NOUSE_BACKUP

8

E3 location is STATIC_OBJECT/63.wav

NOUSE_BACKUP

9

E3 location is STATIC_OBJECT/87.wav

NOUSE_BACKUP

10

E3 location is STATIC_OBJECT/88.wav

NOUSE_BACKUP

11

E3 location is STATIC_OBJECT/80.wav

NOUSE_BACKUP

12

E3 location is STATIC_OBJECT/83.wav

NOUSE_BACKUP

13

E3 location is STATIC_OBJECT/84.wav

NOUSE_BACKUP

14

E3 location is O_SMALL_FOLEY/3.wav

NOUSE_BACKUP

15

E3 location is PLAYER_MOTION/96.wav

NOUSE_BACKUP

16

E3 location is STATIC_INST/35.wav

NOUSE_BACKUP

17

E3 location is BEAT_STAGE/0.wav

NOUSE_BACKUP

18

NOUSE_BACKUP

19

O_WOOD_PLANTCUT

2

O_SMALL_FOLEY

0

O_SMALL_FOLEY

1

O_FIRE_SHOOT

0

O_FIRE_SHOOT

1

O_GENERATOR_ENEMY

0

O_GENERATOR_ENEMY

1

O_GRASS_MIKE

0

O_FENCE

1

O_BEAM

0

O_BOMB_FALL

0

A_WATER_SWIM

0

STATIC_ENEMY

0

STATIC_ENEMY

13

E_KARON

3

E_PUKUPUKU

0

E_PUKUPUKU

1

E_BOMBHEI

3

E_KAMECK

4

As Magikoopas never laugh in-game, this goes unused, but was later used in the next game.

E_KAMECK

7

E_GHOST_PLAYER

8

B_BUNBUN

21

B_PUNPUN

32