WIP:Super Mario Galaxy

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Unused Audio[edit]

Unused Sequenced Sounds[edit]

Hmmm...
To do:
Replace "[Sound"] with (proper) rips.

[add numbers]

Multiple[edit]

SE*_DUMMY*
There are multiple "dummy" sounds. It is unknown if they were actual testing/placeholder sounds or if they were normal sounds that were overwritten.
(Source: Original TCRF research)

SYSTEM[edit]

x - SE_SY_NINTENDO_LOGO
[Sound]
x - SE_SY_RED_COIN
[Sound]
x - SE_SY_RED_COIN_APPEAR
[Sound]
x - SE_SY_RED_COIN_COMPLETE
[Sound]

SE_SY_RED_COIN is based on the sound from Super Mario Sunshine. Also, the "collected a Comet Medal" sound in Super Mario Galaxy 2 is a sped-up version of SE_SY_RED_COIN.

(Source: Benjamin(finding Red Coin sounds in SMG2), Original TCRF research (extra research, other sounds))

PLAYER_VOICE[edit]

x - SE_PV_PUNCH
[Sound]
Mario has unused punching animations.
x - SE_PV_WII
(Source: Original TCRF research)

OBJECT[edit]

x - SE_OJ_SWITCH_1
[Sound]
Used by the unused HitWallTimerSwitch object when it is hit. There is no SE_OJ_SWITCH_2 or similar.
x - SE_OJ_ONOFF_SWITCH_ON
[Sound]
x - SE_OJ_ONOFF_SWITCH_OFF
[Sound]
x - SE_OJ_DH_FLOWER_DRINK
[Sound]
x - SE_OJ_DH_FLOWER_SPIT
[Sound]
x - SE_OJ_DH_FLOWER_PRE_SPIT
[Sound]
There is an unused model called DragonHeadFlower.
x - SE_OJ_FLAGSAVE_SWITCH_ON
[Sound]
There is an unused object called DragonHeadFlower
x - SE_OJ_CRYSTAL_SWITCH_ON
[Sound]
Used by the unused CrystalSwitch object when it gets turned on.
x - SE_OJ_LV_DEVIL_TAIL_DOWN
[Sound]
x - SE_OJ_LV_DEVIL_TAIL_TORNADE
[Sound]
There is an unused object called DevilTail
x - SE_OJ_FRUIT_BOAT_HORN
x - SE_OJ_LV_FRUIT_BOAT_CRUISE
[Sound]
There is an unused model called FruitsBoatB.
x - SE_OJ_JIRAIRA_STEPPED
[Sound]
x - SE_OJ_LV_JIRAIRA_CHARGE
[Sound]
x - SE_OJ_JIRAIRA_EXPLODE
[Sound]
x - SE_OJ_LV_JIRAIRA_RECOVERING
[Sound]
x - SE_OJ_JIRAIRA_RECOVER
[Sound]
These sounds are used by the unused Land Mine object.
(Source: Original TCRF research)

ENEMY_VOICE[edit]

x - SE_EV_STARMAN_DIE
There is an unused enemy called StarMan
(Source: Original TCRF research)

ENEMY_MOTION[edit]

x - SE_EM_TETUKURI_LANDING
x - SE_EM_TETUKURI_RUSH
x - SE_EM_TETUKURI_AWAY
There is an unused model called TetuKuri.
x - SE_EM_KARIKARI_WAIT
x - SE_EM_KARIKARI_JUMP1
[Sound]
x - SE_EM_KARIKARI_BLOW
x - SE_EM_LV_KARIKARI_TORNADO
[todo: does SE_EM_LV_KARIKARI_TORNADO work?]
x - SE_EM_KARIKARI_CRUSH_ICE_M
[Does the sound work?]
x - SE_EM_KARIKARI_SCRATCH_WEAK
[Sound]
x - SE_EM_KARIKARI_SCRATCH_STRONG
[Sound]
x - SE_EM_KARIKARI_FREEZE_CRYSTAL
x - SE_EM_KARIKARI_CRUSH_CRYSTAL_L
x - SE_EM_KARIKARI_CRUSH_CRYSTAL_M
x - SE_EM_KARIKARI_FREEZE
x - SE_EM_LV_KARIKARI_FREEZE
x - SE_EM_KARIKARI_CRUSH_ICE_L
x - SE_EM_KARIKARI_CRUSH_ICE_S
KariKari is the Super_Mario_Galaxy/Unused_Characters#Slurple's object name. SE_EM_KARIKARI_JUMP2 is used by the enemy when it jumps. SE_EM_KARIKARI_BLOW and SE_EM_LV_KARIKARI_TORNADO are referred to in the enemy's code, but not used.
x - SE_EM_OTAJACK_PULL
x - SE_EM_LV__OTAJACK_PULL
x - SE_EM_LV__OTAJACK_PULL_OUT
There is an unused model called OtaJack.
x - SE_EM_LV_FLAMEGUN_FIRE
The sound the unused FlameGun enemy plays when it shoots fire.
x - SE_EM_HYPNOTIZE1
There is no SE_EM_HYPNOTIZE2 or similar.
x - SE_EM_THORNPLANT_APPEAR
x - SE_EM_THORNPLANT_HIDE
x - SE_EM_LV_THORNPLANT_WAVE
x - SE_EM_THORNPLANT_DAMAGE
x - SE_EM_THORNPLANT_DEAD
The spiky plant's object name is NeedlePlant.
x - SE_EM_KURIBO_TRANS
x - SE_EM_KURIBO_TRANS_END
x - SE_EM_LV_KURIBO_MAGIC_FLOAT
x - SE_EM_KURIBO_MAGIC_TOSS
x - SE_EM_LV_MAGIC_CHARGE
"Magic" may refer to Magikoopa magic or Star Pointer related actions/objects.
Kuribo is the Goomba's object name. "Magic" is used internally to refer to grabbing onto Pull Stars, but it could simply refer to Magikoopas' magic.
x - SE_EM_LV_MINIIGA_WAIT
x - SE_EM_MINIIGA_EATING
x - SE_EM_MINIIGA_TORNADO
"Iga" can mean "chestnut"
x - SE_EM_TOGEZO_STEP1
There is an unused model called Togezo. There is no SE_EM_TOGEZO_STEP2 or similar.
(Source: Original TCRF research)

SUPPORTER_VOICE[edit]

x - SE_SV_YOSHI_SLED_CHARGE
x - SE_SV_YOSHI_SLED_DASH
x - SE_SV_YOSHI_YOSHI1
x - SE_SV_YOSHI_YOSHI2
x - SE_SV_YOSHI_PERON1
x - SE_SV_YOSHI_PERON2
x - SE_SV_YOSHI_POO1
x - SE_SV_YOSHI_WEAHOO
x - SE_SV_YOSHI_HA
x - SE_SV_YOSHI_AWAWA1
x - SE_SV_YOSHI_FOO1
x - SE_SV_YOSHI_FOO2
x - SE_SV_YOSHI_FOO3
x - SE_SV_YOSHI_YAHOO1
x - SE_SV_YOSHI_YAHOO2
x - SE_SV_YOSHI_HA2
x - SE_SV_YOSHI_YA
x - SE_SV_YOSHI_PYON
x - SE_SV_YOSHI_HO
x - SE_SV_YOSHI_WAO
[SE_SV_YOSHI_SLED_CHARGE and SE_SV_YOSHI_SLED_DASH don't play. Check the others.]
According to the Super Mario Galaxy 2 Iwata Asks, The developers experimented with Yoshi in Super Mario Galaxy, but cut him. He appears in the sequel.