Super Smash Bros. Brawl

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Super Smash Bros. Brawl

Also known as: Dairantou Smash Brothers X (JP)
Developers: Sora, Game Arts
Publisher: Nintendo
Platform: Wii
Released in JP: January 31, 2008
Released in US: March 9, 2008
Released in EU: June 27, 2008
Released in AU: June 26, 2008
Released in KR: April 29, 2010

GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.

PrereleaseIcon.png This game has a prerelease article

Super Smash Bros. Brawl is the long-awaited third installment of the Smash Bros. series, featuring more realistic graphics, a new story mode, a crapton of extras, some changes in physics, and many heated debates about whether it's better than Melee.



Unused Graphics
Smashed so hard they never saw the light of day.

Unused Animations

To do:
Replace the youtube videos with gifs of the animations.


Two unused animations exist for Kirby's hammer attack, SpecialSWalk and SpecialSMax. One shows Kirby walking with the hammer out, and the other shows him swinging it at full force. These indicate that Kirby's hammer attack was going to be like King Dedede's Jet Hammer move. This move would later be implemented in the fourth Super Smash Bros. game for 3DS and Wii U.

Zero Suit Samus

SpecialSItemGet SpecialSThrowS SpecialSThrowHi

An unused subaction and corresponding animation exist for Zero Suit Samus' Plasma Whip Side-B, labelled "SpecialSItemGet". There also exist two other unused animations that appear to go along with it showing Samus throwing something both forward and up into the air. They are labeled "SpecialSThrowS" and "SpecialSThrowHi" respectively.

Presumably, the attack would originally have grabbed items from a distance and slung them away as a projectile, a function that would have been unique to the character. It may have been removed due to it interfering when players were attempting to hit another player with the whip.


Both Fox and Falco have an unused animation for what seems like their blasters misfiring. The animation is named SpecialNOff.

Diddy Kong

Diddy Kong has animations for laughing mischievously, both in the air and on the ground. Their names, SpecialLwLaugh and SpecialAirLwLaugh, indicate they are related to his banana-tossing move. It is likely these were meant for either when players slipped on his bananas, or for after tossing a banana.

Giga Bowser

Giga Bowser has unused animations for picking up an assist trophy and throwing small items. However, since Giga Bowser cannot pick up items, these animations go unused. He also has an animation for clapping on the battle results screen. They are exactly the same as Bowser's animations, and are likely leftover from when they copied Bowser's files.


Wolf has an unused animation as well, but it is only a copy of Fox's Rapid Kick.


Sandbag has unused animations for being held in a grab. They go unused because in Brawl, Sandbag is considered an item rather than a character, like he was in Melee. What's interesting to note is that data in his 'moveset' file suggest that the ability to grab Sandbag was removed late in development, since it's pretty much complete aside from having no data for being held by Snake. The animation files are listed below.

  • ItmSandbagCaptureCut
  • ItmSandbagCaptureDamageLw
  • ItmSandbagCaptureDamageHi
  • ItmSandbagCapturePulledLw
  • ItmSandbagCapturePulledHi
  • ItmSandbagCaptureWaitLw
  • ItmSandbagCaptureWaitHi
To do:
Add .GIFs for these animations.

Pokémon Trainer

1up! 1up! 1up! Oops... Pokémon dance party

The Pokémon Trainer has animations for jumping, falling, and landing. This was most likely intended for Subspace Emissary (SSE). As you went farther into the level, the Trainer would actually follow you rather than magically warping around. The animations are named Jump, Fall, FallS, Landing, LandingL, and LandingR.

Unused Sounds

To do:
  • Inside the game's .bsrar sound archive are two empty entries for what would be the announcer's title drop (e.g., screaming the game's name at the end of the intro), as well as empty sound files for Mr. Game & Watch. Kirby also has an unused sound effect inside the Bowser Copy archive.Get rip(s) of the unused sound(s).
  • Investigate the unused sound clips shown in this video.
  • sound/smashbros_sound.brsar/snd/vc/Gkoopa has some voices for stuff Giga Bowser can't do.

As is tradition within the Super Smash Bros. series, plenty of audio clips recorded for the game simply aren't used for whatever reason. Note that the unofficial fan mod Project M includes many of these samples and applies them to specific actions, but this doesn't indicate what they were originally intended for in the game.

Character Sound(s) Description
Captain Falcon
Captain Falcon saying "yes!" in a comparatively restrained manner. Considering how low-key it is compared to the rest of the captain's audio, it was likely intended to be used during either a taunt or a victory pose.
Three alternative takes of Ike's Counter special move, where he says "Gotcha!", "You're through!" and "Take this!" respectably. It seems that Ike was planned to say 1 of multiple different quips when landing a successful Counter, similarly to Marth, but he only says "You're open!" in the final game.
Three more alternate takes of Kirby's Hammer special move, although these aren't too different from the variant used in-game. It is not known whether these audio clips had any relation to the original "chargeable Hammer" concept detailed above
Kirby's infamous taunt from the previous two games. The version used in-game is re-recorded shorter and quieter.
Lucario saying "the Aura is stored" frantically. It's unknown what this was planned for, but it is grouped next to his Final Smash activation clip ("watch the power of Aura!"), implying it may have been planned for Aura Storm. It sounds rather choppy, almost as if multiple different recordings were merged together.
A rather comical clip of Luigi getting spooked. Incredibly difficult to decipher any particular context where it could be used.
A generic grunt by Luigi which, even in all its insignificance, ended up on the cutting room floor... both figuratively and literally.
Mario grunting, presumably to be used during one of his normal attacks.
Meta Knight
"Now, my power is without rival." It was likely intended to be a victory quote.
Another battle grunt. The sequel would use this for his down smash.
Meta Knight shouting ferociously. The length and severity of the clip imply it may have been planned for Galaxia Darkness, which he remains silent while performing in the actual game.
Mr. Game & Watch
A rather cool, elaborate conglomeration of 8-bit beeps intended to be used by Mr. Game & Watch. It's unknown which attack, if any, this sound effect would have corresponded to.
Ness blurting out "oops" in typical Engrish fashion. This occurs next to his KO sound effects, though it's impossible to tell whether this was how it would've been used.
2 takes of Peach shouting "Yeah!" rather enthusiastically.
Princess Peach making a verbal expression of intrigue. In other words, "ooh!".
"Whee!" This may have tied in with the princess's unique floating mechanic... or maybe even when she gets launched! ...nah.
Peach making an unusual half-giggle.
Pikachu shouting "Pikapi!" In the Pokémon anime series, this is how Pikachu refers to his trainer, Ash. This is likely not the intended usage of this clip, however.
Pikachu screaming incredibly loudly. It is positioned immediately after the audio clip for Pikachu activating its Final Smash, and based on the intensity of this clip, this clip may well have been planned for that purpose before being scrapped.
Pit shouting "here we go!". The only places where this would conceivably work would be either during his intro animation or during a taunt.
A rather bizarre grunt.
Sheik briefly but ferociously yelling. Possibly intended for her Final Smash but impossible to determine.
Snake saying "there!", which was very likely intended to be used when he plants a mine or C4 into the ground or on an opponent.
A brief yell by Zelda.

And, of course, there's more for the announcer too.

Sound(s) Description
"Fighting Alloy Team." Brawl is the only game in the series where the Fighting [X] Team isn't fought in Classic Mode, which this would have been used for.
"Stage Clear!" This most likely would have played when you finished a level in Subspace Emissary, as the same phrase appears in word form on that screen.

Unused Videos


These videos appear to be placeholders for cutscenes that hadn't been created yet. Attached to the end of some of the videos are frames depicting scenes that don't appear in the final game. The logo in the corner translates to Super Smash Bros Brawl: The Subspace Emissary.

Japanese Screen Translation
Chapter 03-02 |The collapsing stadium| 45s
Chapter 05-00 |The warpstar escapes through the sea of clouds| 15s
Chapter 05-01 |The trespassing Arwing| 17s
Chapter 11-00 |Dedede turns Luigi into a trophy| 55s
Chapter 15-00 |Bowser's surprise attack on the princess| 20s
Chapter 16-02LZ |Mario, defeated, is carried off by Dedede (Princess Zelda)| 30s
Chapter 16-02MZ |Link, defeated, is carried off by Dedede (Princess Zelda)| 30s
Chapter 19-00 |Dedede obtains the stolen trophy| 35s
Chapter 20-01 |Bowser escapes from the clifftop| 26s
SSBBWii2006 Wii.png
??????? |"SAMPLE"| ?s

Some frames depicting unused scenes:

05-00.thp (Kirby mouth open) 05-01.thp (Kirby mouth closed)
Final frame from 05-00.thp
Final frame from 05-01.thp
Final frame from 16-02MZ.thp and 16-02LZ.thp
(Source: gabrielwoj, Susumu (translation))

Unused Cutscene

An unused Subspace Emissary cutscene can be found in the ISO, but it's just the "Lucario Discovers Snake" and the "Snake's Cardboard Box" cutscenes in that order. This cutscene is horribly glitched and may have been a placeholder at one time.

(Source: gabrielwoj)

References to Cut Enemies

References to scrapped Subspace Emissary enemies can be found in the enemy effects directory. However, all of the files are empty. They are:

  • ef_arrians
  • ef_bladeknight
  • ef_blossa
  • ef_blowm
  • ef_bonkers
  • ef_brontoburt
  • ef_byushi
  • ef_dyeburn
  • ef_gunnatter
  • ef_karon
  • ef_kyan
  • ef_met
  • ef_ploum
  • ef_torista
  • ef_waddledee
  • ef_waddledoo
  • ef_whauel
  • ef_wiiems

It is worth noting that Blade Knight, Bonkers, and Bronto Burt are all enemies from the Kirby series, who also happen to have trophies. Karon (Dry Bones) and Met (Buzzy Beetle), from the Mario series, also have trophies. The filenames of the textures for these trophies all use the same naming convention as the other enemy models. Also, while Waddle Dee and Waddle Doo appear in the game in King Dedede's special attacks, they are never encountered as SSE enemies.

Additionally, a list of text data for enemy names contains some of these scrapped enemies in English:

  • Aliians
  • Aliian
  • Blowm
  • Bublit
  • Mechaboom
  • Melorin
  • Plowm

Mizzo, which only appears in one stage and as a trophy, also appears in this list.

References to Cut Items

The internal spawning list for Training Mode items (apparently found in in info2/info_training.pac) contains entries for a "Hover Disc" and an unspecified variant of the X-Parasite from Metroid Fusion, items which aren't so much as referenced anywhere else in the game.


The textures for the Perry trophy (Kassar) are named PeachTexC through PeachTexF, which falls in line with the naming convention for Peach's textures. Furthermore, the model for Peach's normal umbrella is named WpnPeachKassar. This indicates that Peach was originally going to have Perry as her parasol weapon.

References to Cut Modes


Text in the game's ISO indicates an online "beat-em up" mode referred to as "Slipspace" was planned, but for whatever reason cut from the game. Its name, as well as the surviving text around it, implies that it may have been intended to function as a continuous match, in which players could drop in and out of to be replaced by other players. The coding is very much primitive, with no existing servers in place, rendering it totally unplayable. Additionally, the mode is limited to "With Anyone", with no coding pertaining to a "With Friends" variant, and the flavor text in the friend's lobby uses the text for Home-Run Contest. The timer shown below can be toggled from 1 to 60 minutes:

<X>-minute beat 'em up!
Set your time and leap into the battle slipspace!

Other Online Modes

In addition to the Slipspace mode documented above, every 1-Player mode, including Event Matches, Training, Break the Targets, All-Star and Boss Battles, can be selected as an available option online, but none of them function correctly, and in most cases, it is unlikely that they were ever planned to be allowed online, and were merely implemented as such to safeguard against crashing. Surprisingly however, the online variant of Boss Battles appears to have been worked on quite considerably, with toggleable difficulty settings and a Co-Op High Score implemented, implying that it was a rather late omission from the game.

Extra Stage Details

Mario Circuit


The Mario Kart stage actually has the entire race track modeled out. There are also some blocks and trees in the distance.

Green Hill Zone

Photo courtesy of Miles "Tails" Prower Photo courtesy of Miles "Tails" Prower

Green Hill Zone has a lot of extra geometry completely outside of the view of the camera. In fact, Sakurai even pointed it out on the Smash Bros. Dojo when the stage was revealed.

Target Smash Level 2

Level 2 of Target Smash uses a portion of the adventure mode stage The Wilds for the near parts of the background. However, the model used is an earlier version of the stage model than what appears in Subspace Emissary. The biggest difference is that the terrain is lower in the Target Smash version. In the old version, the ground dips down in the center and the foreground extends further towards the viewer in a steep slope, while the Subspace Emissary version has a perfectly flat floor. The terrain in the background is also lower, and the rock formation has less ridges around the base. The rock formation itself is also a bit smaller in the old version. The ridges and bushes were almost completely redone between versions, though most of the bush formations remain intact. The main ground texture is sandier in the old version and rockier in the final version. The ledge on the right is also just slightly wider in the old version and has less depth than the Subspace Emissary version. The old version has several more dust streams than the final version, including a long narrow one across the entire area at roughly the same height as the tunnel floor, though the big dust stream in the air was likely moved from its original position on the left for the sake of Target Smash. Likewise, the larger texturing of the rocks was also likely changed for the purpose of Target Smash and is not likely an indication of the stage's original appearance.

For the sake of comparison, the platforms and sandy path normally found in this portion of the stage were removed for the render, as they were most likely removed from the Target Smash version. While there is no way of knowing what the original platform formation in the earlier version was, the sandy path in the tunnel that ends abruptly indicates that at least the path was present.

Unused Stage Lights

To do:
make renders to demonstrate

Battlefield has a number of lights in the stage data that are either disabled or have the color set to black.

Normal With Light
SSBBplanetlightused.png SSBBplanetlightunused.png

Distant Planet has a character light not used in any of the light sets. It would have added a noticeable green glow from below.

Normal With Light
SSBBsmashvillelightused.png SSBBsmashvillelightunused.png

Smashville has a character light not used in any of the light sets for any time of day. It would have added a faint yellowish light from a similar angle as the sun at noon.

Normal With Light
SSBBmariobroslightused.png SSBBmariobroslightunused.png

Mario Bros. has another white light coming from the right side. Unlike the other unused lights, this one is included in the character light set and is active, but has the transparency of the color set to max.

Removed Characters

References to Cut Characters

It's no surprise that many characters would be cut from the roster, considering the number of characters in the final version. Unfortunately, the only hint that these characters might have been considered to be in the game are their effects files and internal references. The exceptions are Roy, who also has an unused victory fanfare , and Mewtwo, who has both an unused victory fanfare and an unused Wii Remote character selection sound.

Like with the cut enemies, all of the corresponding files are empty.

  • roy (from Melee)
  • toon_zelda
  • toon_sheik (believed to be Tetra from The Wind Waker)
  • dr_mario (also from Melee)
  • dixie (another Kong. An interview with Sakurai published in Famitsu specifically mentions that she was once part of Diddy Kong's moveset, and could be tagged in or out using one of the special move commands. Difficulties in implementing such a system spontaneously forced her removal)
  • mewtwo (also from Melee)
  • pra_mai (speculated to stand for Plusle and Minun as their Japanese name is Prasule and Mainun, except they're referred to as Prasle and Minun everywhere in the game's code)

There are also blanked out images where these characters would have had their name tags. The order for these name tags is the same as in the slot list, with one exception: Wario and Mewtwo have swapped places.

References to Debug Characters

Located at 0x80B0A6D8 in memory (NTSC-U), the string /fighter/mariod/FitMarioD.pac is found, yet left unused, which refers to a debug version of (not surprisingly) Mario. He also has his own character slot (0x32) whereas the seven removed characters do not, suggesting MarioD was removed much later in development.

Missing Music

A large number of music tracks were removed from the final version. Except for a single empty file, only the filenames remain in the game's data. The naming conventions make it clear what the track's source series is (for example, "A" tracks are from the Mario series), though this does not make all tracks easier to identify. -

  • snd_bgm_A11_MLRPG02 - An unspecified track from Mario & Luigi: Partners in Time.
  • snd_bgm_A12_MORINOKINOKO - The name translates to "Forest Mushrooms". Although the most popular theory is that this was "Beware the Forest's Mushrooms" from Super Mario RPG, its position in the list—which follows a general chronological trend—reveals that it was most likely the theme for Toadwood Forest, from Partners in Time. It would have been yet another theme for the underground version of the Mushroomy Kingdom stage.
  • snd_bgm_C06_KAZENOSAKANA - The "Ballad of the Wind Fish" from The Legend of Zelda: Link's Awakening.
  • snd_bgm_E04_COCKIE - An unspecified track from Yoshi's Cookie.
  • snd_bgm_G06_COMMAND - An unspecified track from Star Fox Command.
  • snd_bgm_J01_STAGECHANGE - An unknown track from a Fire Emblem game. Could have been related to the "stage change" that occurs in the Castle Siege stage.
  • snd_bgm_J05_ERABARESHI - The track Erabareshimono ("Chosen Ones") from the third Fire Emblem game.
  • snd_bgm_K02_SENTOUONIISAN - The battle theme for the New Age Retro Hippie from EarthBound.
  • snd_bgm_K03_EIGHTMELODIES - The "Eight Melodies" theme from Mother.
    Notably, while this particular theme was absent from Brawl's soundtrack, it would later be remixed in Super Smash Bros. for Nintendo 3DS and spliced with the theme for Magicant, also from the first Mother game.
  • snd_bgm_K04_SMILEANDTEARS - The ending theme, "Smiles and Tears" from EarthBound.
    Like with "EIGHTMELODIES" above, this theme would eventually be remixed in the sequel as one of the level themes for Magicant.
  • snd_bgm_K06_BECAUSE - The track "Because I Love You" from EarthBound.
  • snd_bgm_M14_WARIOSTAGE - Likely a track inspired by one of Wario's stages in a WarioWare game.
  • snd_bgm_N04_RADIOTAISO - The track "Radio Exercises", from Animal Crossing.
  • snd_bgm_Q03_SPORTSMEDLEY - Presumably a medley of NES sports game themes.
  • snd_bgm_R01_WILDTRACKS - A track from the game Stunt Race FX.
  • snd_bgm_S01_MAINTHEME - The main theme of Metal Gear Solid. Likely cut due to licensing issues.
  • snd_bgm_S09_BEATMANIA - The remix of the Metal Gear Solid theme from Beatmania. Would have been cut for the same reason.
  • snd_bgm_T04_HOWTOPLAY - The "How To Play" theme from Melee.
  • snd_bgm_U05_UCANDO - The song "You Can Do Anything" from the Japanese and European versions of Sonic CD. Likely cut due to licensing issues.
  • snd_bgm_W22_DX55 - An unknown track from Melee; the 55 may suggest that it was a rip of the Melee version of "Menu 2", song #55 in that game's Sound Test.
  • snd_bgm_X12_SIMPLEINTRO - Classic Mode Intro
  • snd_bgm_X14_ENDING - Classic Mode Ending
  • snd_bgm_X24_HOW2PLAY - "How To Play" theme. The file still exists on the disc, but is completely empty.
  • snd_bgm_Y##_ADV## - Several of these exist, presumably for Subspace Emissary purposes:
    • snd_bgm_Y06_ADV06
    • snd_bgm_Y12_ADV12
    • snd_bgm_Y18_ADV18
    • snd_bgm_Y19_ADV19
    • snd_bgm_Y20_ADV20
    • snd_bgm_Y21_ADV21
    • snd_bgm_Y22_ADV22
    • snd_bgm_Y23_ADV23
    • snd_bgm_Y24_ADV24
    • snd_bgm_Y25_ADV25
    • snd_bgm_Y26_ADV26
    • snd_bgm_Y27_ADV27
    • snd_bgm_Y28_ADV28
    • snd_bgm_Y29_ADV29
    • snd_bgm_Y30_ADV30

There are also references to a number of victory fanfares, which indicate that every fighter was to have their own unique fanfare at some point. In the final, Meta Knight is the only character to have a unique fanfare, although the sequel would extend this distinction to Bowser, his children, Dark Pit and Rosalina. It also references fanfares for Mewtwo and Roy.

  • snd_bgm_Z09_FLUIGI
  • snd_bgm_Z12_FKUOPA
  • snd_bgm_Z13_FPEACH
  • snd_bgm_Z14_FZELDA
  • snd_bgm_Z15_FSHEIK
  • snd_bgm_Z19_FFALCO
  • snd_bgm_Z20_FGANON
  • snd_bgm_Z24_FZEROSAMUS
  • snd_bgm_Z26_FLUCAS
  • snd_bgm_Z27_FDIDDY
  • snd_bgm_Z28_FPOKETRAINER
  • snd_bgm_Z32_FDEDEDE
  • snd_bgm_Z33_FLUCARIO
  • snd_bgm_Z34_FIKE
  • snd_bgm_Z37_FPURIN
  • snd_bgm_Z38_FMYU2
  • snd_bgm_Z39_FROY
  • snd_bgm_Z41_FTOONLINK
(Source: SmashWiki's "Music (SSBB)", "Beta elements (SSBB)")

Removed Assist Trophies

An unused (and empty) effect file for Ridley is located at effect/assist/ef_ast_ridley.pac on the disc, suggesting that at some point Ridley was considered to be used as an Assist Trophy.

Unused Notices

  • .
  • -
  • You now have over 100 songs!

Simplified sticker effects

Every character-owned hitbox in the game has an attribute known as its "type". Type is the concept of "what does the damage", and is used for distinguishing Arm attacks from Leg attacks (and so on) to apply stickers correctly. However, there are several clues in the coding of these types that show much more specific classes of attacks that go undifferentiated in the final game.

Type ID Attack type Sticker type
0 Typeless none
1 Head Head
2 Body Body
3 Butt
4 Hand Arm
5 Elbow
6 Foot Leg
7 Knee
8 Throwing Throwing
9 Weapon Weapon
10 Sword
11 Hammer
12 Explosive Explosive
13 Spin Spin
14 Bite Bite
15 Magic Magic
16 PK PK
17 Bow Weapon
18 unused none
19 Bat Weapon
20 Umbrella
21 Pikmin Pikmin
22 Water Water
23 Whip Weapon
24 Tail Tail
25 Energy Energy

For example, while the game is coded to recognize a difference in Hand and Elbow attacks, they're both buffed by Arm stickers and so there is no effective difference. More notably, it appears that at some point there were going to be Sword and Hammer stickers, but they all got lumped into Weapon.

There are a few other strange inconsistencies with the type system:

  • All Pit's attacks that use his bow (including his arrows) are Bow, but Link's and Toon Link's arrows are Weapon. Note that the type is called "Bow" because the only known use is on Pit's bow; given how equipment works in SSB4, it may be that its intended classification be something like "sacred weapon".
  • Ness's forward smash is Bat, but the Home-Run Bat item is Weapon.
  • Toon Link's shoulder-tackle of a forward throw is coded as Foot, which is probably proof that his moveset was cribbed from Link and then altered (Link's forward throw is a kick).
  • Many attacks that don't appear in the Subspace Emissary don't have types coded, and are instead Typeless. This includes several Final Smashes (including most of the movesets of Giga Bowser and Wario-Man), carrier items, and assist characters, so if for example one were to hack an explosive Crate into the mode, an Explosives Attack sticker wouldn't affect it.

Revisional Differences

Typo Fix

The original version had a small typo in Sonic's trophy description that was fixed in later versions.

Original Later release
The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, god Super Sonic. The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.

Regional Differences

To do:
Get screenshots where necessary, and document any regional changes made to trophy descriptions.

Like the previous Smash Bros. games, there's quite a few regional differences. However, this time they're only aesthetic, probably for (now defunct) Wi-Fi compatibility in-between versions.

Character Names

  • Names for all Pokémon characters except for the Pokémon Trainer himself are in all caps in the European version.
  • The character name font displayed under the damage counter in Brawls is noticeably squished in the Japanese version, with names like Meta Knight & Zero Suit Samus being confined to one word for consistency's sake. The font was noticeably altered in localized versions to allow the names to be properly spaced out.
  • Donkey Kong & Diddy Kong are simply referred to by their first names in the Japanese Version, the "Kong" suffix only being added in localisation. The announcements remain the same across all regions in spite of this.
  • Captain Falcon goes by "C.Falcon" in the Japanese version, which he did across all regions in Melee.
  • Mr. Game & Watch loses his title in the Japanese release, only being known as "Game & Watch". The announcement remains the same though.
  • King Dedede is merely called "Dedede" in Japanese releases, since his title in Japan is "Dedede Daio" (which, while still translating as "Great King Dedede", is clearly a more decorated title reflecting his self-important nature).
  • The Ice Climbers are referred to in singular form in Japan ("Ice Climber").
  • Olimar's character announcement calls out "Pikmin & Olimar" in Japan, but omits the Pikmin entirely in international releases.

Stage Names

Names for stages in the North American version are in all caps. In the European version, they're more grammar-friendly. The Rainbow Cruise stage has been renamed to "Rainbow Ride" in the European version, just like in Melee.

Music Tracks

Some of the track names for music have different names in the European version, most of which are changed simply because the games they were originally from had different names when they were localized. However, this resulted in a rather unusual typo in one instance.

North America Europe
♪Squeak Squad Theme ♪Mouse Attack Theme
♪Main Theme (Star Fox) ♪Main Theme (Starwing)
♪Main Theme (Star Fox 64) ♪Main Theme (Lylat Wars)
♪Dialga / Palkia Battle at Spear Pillar! ♪DIALGA / PALKIA Battle at Spear Pillar!
♪The Roost ♪Brewster's Roost
♪Shaberu! DS Cooking Navi ♪Shaberu! DS Oryouri Navi
♪Brain Age: Train Your Brain in Minutes a Day ♪Dr Kawashima's Brain Training: How Old Is Your Brain?
♪Rainbow Cruise (Melee) ♪Rainbow Ride (Melee)
♪Kongo Jungle (Melee) ♪Kong Jungle (Melee)


Some of the challenge windows in the North American version cannot be broken via Golden Hammers (notably those opened by completing Boss Battles). The European version allows all windows to be smashed that way, despite the instructions claiming otherwise.


The Japanese version includes playable demos of Fire Emblem: Monshou no Nazo and EarthBound. These two games were removed from international versions, though remnants of them allegedly still exist in the code.


The Chronicle in the North American version goes up to December 2007 and lists more specific dates for more recent games. The European version goes up to March 14th 2008, keeps all dates year-only, alters game titles to their non-American versions, drops some US-centric games (such as the Ken Griffey Jr. baseball games) and adds other games (such as Rare games created before or during the time when Nintendo co-owned the UK-based developer, but which do not involve Nintendo-owned characters such as Donkey Kong). All Virtual Boy titles are listed as "Not released" due to the system not being released in European regions.


Home-Run Contest

The distance counter in the Home-Run Contest measures in feet in the North American version, whereas in the European and Japanese versions, it measures in metres.


To do:
Get graphic rips for comparison.

In North American versions, the menu icon for the Deflicker option is a capital D among straight lines, but in European versions, the D is replaced with a circle.


To do:
Obtain rips for other localized terms (ie Easy Brawl becoming Basic Brawl and the aforementioned character differences

International Japan

Like in previous Smash Bros. games, after a Brawl finishes, the announcer says "Game!" in the North American and European versions, and "Game set!" in the Japanese version.

International Japan

Spectate mode is called out as "Watch" in the Japanese version.