the cutting room mirror

Unused Sounds & Sound Definitions

This is a sub-page of Super Mario 64 (Nintendo 64).

Unused Sounds#

To do:
Add bank and instrument IDs, and replace (almost) all of these as .ogg files.

This section is for unused audio files in instrument banks.

Unused Mario Jump Sound#

An unused sound for Mario jumping exists. This was used in E3/pre-E3 footage from 1996. This was later used in future games such as Super Smash Bros. and Super Mario Sunshine.

Unused Trapdoor Sound#

To do:
Add details and a fix for the rendering settings.

An unused sound for the trapdoor leading to Bowser in the Dark World. It can be heard in footage of the Shoshinkai 1995 build of the game. Technically used, but goes unheard due to the object having the wrong rendering settings.

Unused Boing Sound#

An unused boing sound. It may have been intended for the unused trampoline, or for Moneybags.

E3 1996 Vibraphone Instrument#

An unused vibraphone instrument. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.

Unused Recorder Instrument#

An unused recorder instrument, contained in the Bowser battle instrument bank. This instrument was later used for the remix of the Wing Cap theme in Super Mario 64 DS.

Unused Sound Definitions#

This section is for unused audio sequences that a sound defined in audio/main_inc.h uses. Names are taken from that file if possible.

Sliding Down a Tree#

NA_SE1_TREEDOWN

Bank 0, ID 0x3B A sound definition meant for when Mario slides down a tree.

Old Ground Pound#

NA_SE1_HIPATTACK

Bank 0, ID 0x3C An older version of the ground pound sound that sounds more similar to a flip.

Metal Mario Underwater Death#

NA_SE1_METAL_DOWN_W

Bank 0, ID 0x53 A sound meant for Mario dying from fall damage underwater while using the Metal Cap, which is impossible.

Metal Mario Tiptoeing Underwater#

NA_SE1_METAL_SLOWWALK_W

Bank 0, ID 0x54 A sound meant for Mario tiptoeing underwater in the Metal Cap, which is impossible in the final, as only running and jumping are possible.

Unknown Metal Sound#

N/A

Bank 0, ID 0x55 Possibly an earlier version of the projectile bounce sound.

Unknown Player Sound#

N/A

Bank 0, ID 0x5D A sound in the first player bank, purpose unknown. This sound is not in the original Japanese release.

Unknown Level Sound#

N/A

Bank 1, ID 0x1A A high-pitched ringing noise. Similar to the drowning alert sound.

Okey Dokey#

NA_VC1_OKEYDOKEY

Bank 2, ID 0x21 An unused player sound definition, not the same as the file select sound, meant for one of Mario's actions.

Bubble#

NA_SE2_BUBBLE

Bank 3, ID 0x08 A short bubbling sound.

Block#

NA_SE2_BLOCK

Bank 3, ID 0x18 A sound meant for breakable boxes.

Water Mine#

NA_SE2_WATERBOMB

Bank 3, ID 0x31 An explosion sound meant to be used by the cut water mines.

Water Ring#

NA_SE2_WATERRING

Bank 3, ID 0x32 A sound meant for water rings.

Big Snowball/Rock Broken#

NA_SE2_BIG_SBALL_BROKEN

Bank 3, ID 0x49 A sound meant for breaking the rolling rocks in Hazy Maze Cave and the big snowball in Cool Cool Mountain.

Unknown Scene Sound#

N/A

Bank 3, ID 0x4A A sound of something being opened.

Unknown Scene Sound 2#

N\A

Bank 3, ID 0x72 A boing sound, it is the same sound of the boing sound of the unused trampoline object/moneybag enemy but getting pitched up in the end.

Swirl#

NA_LSE2_SWIRL

Bank 4, ID 0x06 A sound meant to be used for the quicksand pits in Shifting Sand Land.

Stand Slope#

NA_LSE2_STANDSLOPE

Bank 4, ID 0x07 A sound of a surface tilting.

Clock Hand#

NA_LSE2_CLOCKHAND

Bank 4, ID 0x12 A harsh buzzing sound originally used at the Tick Tock Clock entrance, commented out in the path file. Wrong instrument used.

Fish Splash#

NA_SE3_FISHSPLASH

Bank 5, ID 0x12 A sound meant for fish when landing back in water.

Unknown Enemy Sound#

N\A

Bank 5, ID 0x23 A strange sound definition in one of the enemy banks, purpose unknown.

Old Goomba Death#

NA_SE3_KURIOBOU_DOWN

Bank 5, ID 0x26 An early version of the sound used when a Goomba dies.

Cannon Set 3#

NA_LSE3_TAIHOUSET3

Bank 6, ID 0x01 A sound meant for when the cannon fully extends.

Spindrift Moving#

NA_LSE3_FURAFURA_MOVE

Bank 6, ID 0x07 A sound meant for when Spindrift moves, wrong instrument used.

Enter#

NA_SYS_ENTER

Bank 7, ID 0x01 A sound meant for the Shoshinkai 1995 level select. Inverted version of pausing.

STOP00#

NA_SYS_STOP00

Bank 7, ID 0x10

A sound meant for the system, silent.

Pipe Appearing#

NA_SYS_DOKAN_APPEAR

Bank 7, ID 0x1B A sound meant for the intro pipe. 

Pipe Disappearing#

NA_SYS_DOKAN_DISAPPEAR

Bank 7, ID 0x1C A sound meant for the intro pipe. 

Sign Open Textbox#

NA_SYS_KANBAN_OPEN

Bank 7, ID 0x20 A sound meant for opening a sign's textbox. Used in Super Mario 64 DS for this purpose.

Sign Close Textbox#

NA_SYS_KANBAN_CLOSE

Bank 7, ID 0x21 A sound meant for closing a sign's textbox. Used in Super Mario 64 DS for this purpose.