THE NINJA
WARRIORS.
The sound of the mission.
Music and sound effects recovered from the original SNES ROM. Choose a recording, listen in your browser, or keep a preservation copy.
Read the recovery notes
Music & effects.
MP3 for listening. FLAC for lossless audio.
SPC snapshots where available.
Choose a recording below
The original game’s sound, recorded through emulation.
Hear the opening once, then let the game’s music keep playing without the recording’s fade. Switching modes starts the song again.
No recordings match. Try another title or category.
From the ROM.
For the record.
The preservation copy stays close to its source. The listening copies make it easy to hear.
Recovery method
The recordings were generated from the supplied US SNES ROM by running the game’s own sound driver in an emulator. The music and effects retain the game’s synthesis and instrument data.
Listening and preservation copies
The MP3 files are browser listening copies. FLAC files preserve the rendered PCM audio losslessly. SPC files, where offered, are emulator snapshots of the SNES sound system; they are not conventional audio recordings.
Loop like the game
For the 18 repeating music tracks, turn on Loop like the game to hear the opening once and let the original sound driver continue playing. This mode has no recording fade and follows the game’s own music sequence. The five finite music cues end naturally; use Repeat recording to hear those again.
Scope
23 music tracks and 113 audible sound-effect command recordings (82 distinct effect PCM results); all music bank/command pairs and all effect IDs 1-127 accounted for.
Recovery note
All audio was generated directly from the supplied US SNES ROM using its original sound driver in Snes9x 1.63 (fae2fea), at 32040 Hz stereo. No pre-ripped soundtrack was downloaded.
Recovery note
All 23 sound-test tracks are included. The ROM bank/command table confirms the menu covers every distinct audible music bank+command pair; other music IDs are aliases or stop controls.
Recovery note
Five finite music cues preserve their natural endings. Seventeen looping tracks use approximately inferred intro/loop lengths, two cycles, and an 8-second fade. Final Stage uses an extended 360-second recording with an 8-second fade because its full loop boundary was not confidently identified. Unedited 360-second WAV captures and exact emulator states for all music are retained locally.
Recovery note
Track titles follow the SNESmusic.org catalog, mapped to the ROM sound-test order. Sound-test track 22 is Game Over and track 23 is Ending.
Recovery note
All sound-effect IDs 1 through 127 were inspected and dispatched individually. 113 commands produce audible, finite effect sequences, represented by 82 distinct captured PCM results. Priority/channel and alias variants remain separately indexed by command; these are complete effects, not isolated instrument samples.
Recovery note
Fourteen stop, clear, or immediate-end effect commands are documented but excluded from playback: 1, 4, 6, 46, 53, 55, 57, 59, 74, 77, 121, 125, 126, 127. IDs 68 and 69 share a sequence header.
Recovery note
MP3 provides browser playback; FLAC preserves the rendered stereo PCM without lossy compression. Original levels are retained. Effects have only leading/trailing silence trimmed. Music fades are listening edits; original unedited captures remain in the local preservation project.
Recovery note
Native SPC snapshots preserve each pending original-driver command. All 113 effects were independently decoded with libgme and matched direct PCM after alignment with waveform correlation of at least 0.994221. All 23 music snapshots were independently decoded and matched direct pending-state playback with waveform correlation of at least 0.976672 (median approximately 0.9999). Exact emulator states and validation reports are retained locally.
Credits
The Ninja Warriors and its original music, graphics and sound belong to their respective creators. This page documents a personal preservation project.
Source preparation
The source archive contains a ROM with a 512-byte copier header. That header was removed for the emulator input. The ZIP, original ROM and headerless ROM have separate checksums below.
Source ZIP SHA-256
661b417620bb39833f38adf2969fa2e8c3bcf7a59cf41fdb3afc6647a1f2eb97
Original ROM with copier header SHA-256
f5d3edd9c8ec15f99893712fb60436d23fff0e4c94d216c9649f2b1f11a4fbe4
Headerless source ROM SHA-256
3c109e50b91ec6df3bb8509778ae544c99433fb40dda9b801178dfe513053618
Playback engine
Game music playback, source code & license notices