Just to clarify: 0:33 "kinko_" and 0:46 "kinko_b" aren't different animations, but rather different .bas files, each of which call different ghost sounds to play. The same "kinko" animation is used for each of these alterations. Also, "wait" is used, but oddly specific to trigger. You must flash your light on the Bowling Ghost while it's spitting out the bowling ball, then take the light off the ghost. Very strange that this is even a thing, lol.
The "wait" animation was reused in the 3ds version. With it being more easier to trigger. Just leave the hallway it's in for a few minutes without attacking it and come back.
The animation "ou" is actually unused. It's suppose to be a animation for chasing Luigi. But seeing how the bowling ghost never moves... yeah, you can tell why it's never seen.
1:13 funny thought, that animation is used, I saw it in game and in the remake, he only does it when after Luigi exits the same hallway where the ghost is , and you'll hear him waiting for you to come back tossing his bowling ball
I used an Action Replay code that swaps Toad's model with the ghost's, rather than replacing the models internally. It strangely worked and allowed the .bas files to run perfectly.
@@TheHappyFaceKing Yes, I had to play three animations at a time, then replace those three with three more until I cycled through all of them. Bit of a pain, but with the power of editting it looks fine. That's the same proccess I've been doing this whole time, I just used the model replacing code to get the sounds along with the animations. :P
What are you referring to? E3 Trailer? *ou* was used in the final just like in the pre-release builds, and *wait* is exclusively a Bowling Ghost anim. It wasn't used for any of the ghosts.