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Super Smash Bros. Brawl

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Title Screen

Super Smash Bros. Brawl

Also known as: Dairantou Smash Bros. X (JP), Daenantu Smash Bros. X (KR)
Developers: Sora, Game Arts
Publisher: Nintendo[1]
Platform: Wii
Released in JP: January 31, 2008[1]
Released in US: March 9, 2008[1]
Released in EU: June 27, 2008[1]
Released in AU: June 26, 2008[1]
Released in KR: April 29, 2010[1]


AnimationsIcon.png This game has unused animations.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

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

Hmmm...
To do:
  • OSREPORT messages.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Version Differences

SSBB SaveDataIcon Japan.png
Regional Differences
NotesIcon.png
Trophy Descriptions
Many of the trophies have different descriptions between the US and European versions.

Unused & Unseen Content

SoundIcon.png
Unused Sounds
Stuff that was never said. Or at least not until much later.
BrawlTShadow1.png
Unused Graphics
Smashed so hard they never saw the light of day.
SSBB MrG&W 3D.png
Oddities
Not as flat as we once thought.

Unused Animations

Captain Falcon

Captain Falcon has an unused animation called "FinalEnd". As the file name suggests, this is an animation for the Final Smash on the ground. An animation setting exists in FitCaptain.pac, but it will not be played. This animation was later used in SSB4.

Kirby

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 work like King Dedede's Jet Hammer move. This version of the move would later be implemented in SSB4.

Fox/Falco

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

Wolf

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

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.

An extremely similar mechanic to this would later return in Super Smash Bros. Ultimate with the use of Isabelle's Fishing Rod.

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.

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 mode (i.e., as the player advanced 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.

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.

Despite having a clapping animation, if the player uses hacks or cheats to play as Giga Bowser permanently, the animation will not play on the results screen and Giga Bowser will default to his T-pose.

Sandbag

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. It would not be until Ultimate where Sandbag would be able to be grabbed again, complete with animations of being held by Snake.

Unused Videos

Placeholders

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. All of these aside from "2006_Wii" do not exist in European releases.

Japanese Screen Translation
SSBBWii03-02.png
Chapter 03-02 |The collapsing stadium| 45s
SSBBWii05-00.png
Chapter 05-00 |The warpstar escapes through the sea of clouds| 15s
SSBBWii05-01.png
Chapter 05-01 |The trespassing Arwing| 17s
SSBBWii11-00.png
Chapter 11-00 |Dedede turns Luigi into a trophy| 55s
SSBBWii15-00.png
Chapter 15-00 |Bowser's surprise attack on the princess| 20s
SSBBWii16-02LZ.png
Chapter 16-02LZ |Mario, defeated, is carried off by Dedede (Princess Zelda)| 30s
SSBBWii16-02MZ.png
Chapter 16-02MZ |Link, defeated, is carried off by Dedede (Princess Zelda)| 30s
SSBBWii19-00.png
Chapter 19-00 |Dedede obtains the stolen trophy| 35s
SSBBWii20-01.png
Chapter 20-01 |Bowser escapes from the clifftop| 26s
SSBBWii2006 Wii.png
??????? (filename: 2006_Wii) |"SAMPLE"| ?s

Some frames depicting unused scenes:

05-00.thp (Kirby mouth closed) 05-01.thp (Kirby mouth open)
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))


Notably, all of the scenarios mentioned in the subtitles are cutscenes which have 2 variations in the final game to reflect your character choices throughout the Subspace Emissary. In most cases, the only difference is whether Zelda or Peach is included in the cutscene, although the subtitles attached to both variants of 16-02 imply you might've been able to select which duo (Mario & Pit, or Link & Yoshi) to use in the 1st segment of the Lakeside level. In the final game, who you use is wholly dependent on which princess you rescue in the first stage, so if you rescue Zelda, you can't use Link & Yoshi, and likewise with Peach.

Unused Cutscenes

2 unused Subspace Emissary cutscenes can be found in the ISO, but they're just heavily corrupted duplicates of the "Snake's Cardboard Box" and the "Lucario Discovers Snake" cutscenes in that order. They occur immediately after those respective cutscenes in memory, and have the filenames "13-00_end" and "33-01_end" (the non-corrupted cutscenes have the same filenames, only without "_end" in the titles).

Interestingly, the corrupted variant of "Snake's Cardboard Box" features completely different lighting, appearing much grainier than the cutscene used in-game.

(Source: gabrielwoj)

Unused Music

An ever-so-slightly different rendition of the short jingle used in Melee's Classic mode before a stage begins. This is only used for the placeholder cutscenes documented above... which aren't even used in the first place.

Empty Music Files

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. All of the filenames below can be found in "smashbros_sound.brsar" under "snd>bgm".

Note that while all of the descriptions for the music files are well-speculated, they are all still technically speculation and not super concrete.

ID Name Notes
271E A11_MLRPG02 An unspecified track from Mario & Luigi: Partners in Time.
271F 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—indicates that it was most likely the theme for Toadwood Forest, from Partners in Time. It would likely have been yet another theme for the underground version of the Mushroomy Kingdom stage.
2720 C06_KAZENOSAKANA The "Ballad of the Wind Fish" from The Legend of Zelda: Link's Awakening.
2753 E04_COCKIE An unspecified track from Yoshi's Cookie with a rather unfortunate filename.
2768 G06_COMMAND An unspecified track from Star Fox Command.
2782 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.
2786 J05_ERABARESHI The track Erabareshimono ("Chosen Ones") from Fire Emblem: Mystery of the Emblem.
2790 K02_SENTOUONIISAN The battle theme for the New Age Retro Hippie from EarthBound. Likely cut due to licensing issues, since the track in question is a parody of Chuck Berry's Johnny B. Goode.
2791 K03_EIGHTMELODIES The "Eight Melodies" theme from EarthBound Beginnings. While Brawl doesn't have its own remix of "Eight Melodies", the theme is present in Melee's remix of "Bein' Friends", which is one of the many returning songs from that game. The theme would later be remixed in Super Smash Bros. for Nintendo 3DS and spliced with the theme for Magicant, also from EarthBound Beginnings.
2792 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.
2794 K06_BECAUSE The track "Because I Love You" from EarthBound.
27AE M14_WARIOSTAGE Likely a track inspired by one of Wario's stages in a WarioWare game.
27B6 N04_RADIOTAISO The track "Radio Exercises", from Animal Crossing.
27C5 Q03_SPORTSMEDLEY Presumably a medley of NES sports game themes.
27D1 R01_WILDTRACKS A track from the game Stunt Race FX.
27E2 S01_MAINTHEME The main theme of Metal Gear Solid. Likely cut due to allegations of plagiarism involving the theme's composer Tappi Iwase, which caused the composition to be discontinued entirely from Metal Gear Solid 4 onwards.
27EA S09_BEATMANIA The remix of the Metal Gear Solid theme from Beatmania 3rdMIX. Would have likely been cut for the same reason.
27F0 T04_HOWTOPLAY Either the "How to Play" theme/remix that is found in Brawl (since the theme seems to be embedded into that video, this music file could be the spot for it separately), or the "How to Play" theme from Melee which it is based on.
27F6 U05_UCANDO The song "You Can Do Anything" from the Japanese and European versions of Sonic CD. Likely cut due to licensing issues.
2814 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. Brawl uses its own remix of "Menu 2", which uses slightly different instrumentation than the version in Melee and loops differently. Later Smash games use Melee's version as an alternate menu theme.
281E W32_DX81 Another unknown track from Melee. Curiously, Melee's Sound Test only has 80 music tracks in it (00-79), so it is unknown what theme it could possibly refer to. (Giga Bowser's theme is also absent from the Sound Test in that game, but it is included in Brawl under the name "DX80".)
2704 X12_SIMPLEINTRO Classic Mode Intro. As mentioned above, a near-identical rendition of Melee's Classic pre-match jingle is played for the unused placeholder cinematics.
2706 X14_ENDING Classic Mode Ending.
2710 X24_HOW2PLAY "How to Play" theme. The file still exists on the disc, but is completely empty.
282A Y12_ADV12 Intended for Subspace Emissary.
2830 Y18_ADV18 Non-looping. Intended for Subspace Emissary.
2831 Y19_ADV19 Non-looping. Intended for Subspace Emissary.
2832 Y20_ADV20 Non-looping. Intended for Subspace Emissary.
2833 Y21_ADV21 Non-looping. Intended for Subspace Emissary.
2834 Y22_ADV22 Non-looping. Intended for Subspace Emissary.
2835 Y23_ADV23 Non-looping. Intended for Subspace Emissary.
2836 Y24_ADV24 Non-looping. Intended for Subspace Emissary.
2837 Y25_ADV25 Non-looping. Intended for Subspace Emissary.
2838 Y26_ADV26 Non-looping. Intended for Subspace Emissary.
2839 Y27_ADV27 Non-looping. Intended for Subspace Emissary.
283A Y28_ADV28 Non-looping. Intended for Subspace Emissary.
283B Y29_ADV29 Non-looping. Intended for Subspace Emissary.
283C Y30_ADV30 Non-looping. Intended for Subspace Emissary.

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 sequels would extend this distinction to various other characters. It also references fanfares for Mewtwo and Roy, which point to the Pokémon and Fire Emblem series fanfares respectively. Note that Wolf is not listed in this part of the sound table at all, likely due to him being a rather late addition to the cast.

  • Z09_FLUIGI
  • Z12_FKUOPA
  • Z13_FPEACH
  • Z14_FZELDA
  • Z15_FSHEIK
  • Z19_FFALCO
  • Z20_FGANON
  • Z24_FZEROSAMUS
  • Z26_FLUCAS
  • Z27_FDIDDY
  • Z28_FPOKETRAINER
  • Z32_FDEDEDE
  • Z33_FLICARIO
  • Z34_FIKE
  • Z37_FPURIN
  • Z38_FMYU2
  • Z39_FROY
  • Z41_FTOONLINK
(Source: SmashWiki's "Music (SSBB)", "Unused content (SSBB)")

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:

Effect.pac ID Internal Name English Name
81 met Buzzy Beetle
82 karon Dry Bones
84 blowm Blowm
85 ploum Plowm
8A melorin Melorin
8C whauel ---
8E mechcannon Mechaboom
8F mizuo Mizzo
92 blossa ---
96 bubot Bublit
9B dyeburn ---
9C torista ---
9D wiiems ---
9F kyan ---
A3 byushi ---
A7 arrians Aliians
AB gunnatter ---
B3 waddledee Waddle Dee
B4 waddledoo Waddle Doo
B5 bladeknight Blade Knight
B6 brontoburt Bronto Burt
B8 bonkers Bonkers

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 Subspace Emissary enemies. While Mizzo (the weird blue watermelon thing) does technically appear in one stage, it is actually part of the stage model and not an enemy.

The numbers assigned to each enemy's icon also has evidence of this, with there being at least 20 gaps in the numbering, just enough to fit all of the names listed above. While it's impossible to tell where most of the names would fit in, a few of them can be placed: there are two gaps (#6 and #7) in the group of Mario enemies where Dry Bones and Buzzy Beetle fit, and the order of enemy trophy icons indicates that Mizzo is between Bytan (#13) and Roader (#16). The full list can be viewed in the notes page.

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

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

Since the order of the list also matches the enemy ID list, this helps fill in more of the number gaps. 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 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.

Also in the Training mode files, text can be found showing that a "2X" speed function was once available, but cut for unknown reasons.

Unused Event Matches

Hmmm...
To do:
Get the Japanese names

The "event_en.msbin" file contains a listing of all the Event Match names and descriptions, but a few of them don't correspond to any Event Match accessible in game. None of these have any descriptions, making it difficult to ascertain how they would've been implemented, but a few are quite obvious:

GIGA Assault

Seemingly an event where you would've fought Giga Bowser in a stamina match (the only way he can be defeated aside from self-destructing).

The Terrible GIGA

An alternate title for the above event.

Twilight Gunman

Unknown as to what scenario this could've been, although one possibility is that it was an early name for the "Bird in Darkest Night" event (solo #32).

Which One is the Real Thing?

An event that would've involved finding and pummelling a certain target.

The Scavaging Bulborb

An event which would've taken place on the Distant Planet stage and involved the Bulborb stage hazard in some manner, possibly requiring you to KO the enemy and not let the Bulborb swallow it.

The R.O.B. of Tomorrow

A very slightly different title for the "The R.O.B.'s of Tomorrow" event (co-op #10).

The Great War for Reformation

While it sounds epic, this is likely to be another early title, this time for "The Great Remodelling Battle" (co-op #11)... Which to its credit, has Marth and Ike as the opponents, so "War" is still kind of appropriate?

Meta Knight Strikes Back

This one is fairly obvious: it's an alternate name for the "Pink Ball Repulsion" event (solo #3), where you must KO Kirby as Meta Knight.

Cleaning House in the Sky World

Another alternate title which is almost identical to solo event #4: SkyWorld got merged into 1 word and "the" was removed.

Bowser's Brothers

No, this is not an insight into the Koopa King's genealogy, but rather an alternative name for solo event #6, "Super Bowser Bros.", where Bowser must reach the flagpole of Mushroomy Kingdom while avoiding the onslaught of 3 Mario CPUs. Interestingly, it has a similar name to the "Bowser's Brother" enemy from Super Mario Bros: The Lost Levels.

The Monster Beneath the Earth

This is an existing Event (solo #9) with a very minor change: "Beneath" is not capitalized in the actual event.

The Raging Blossoms of Flower Pikmin

A different name for solo event #14, "Sproutage of the Flower Pikmin".

Sleeping In the Egg

"Egg" was pluralized into "eggs", but this is otherwise an existing Event (solo #12).

Dedededede Hammer

An early (and much more awesome) name for solo event #15, "The Hammer of the King".

Go! Giant DK!

An early name for solo event #22 ("Monkeys Unite"), which has you partnered with a Giant Donkey Kong.

References to Cut Modes

Slipspace

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. For most of these, 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

Mushroomy Kingdom Block Names

While not technically unused, the Mushroomy Kingdom stage's recreation of the first two stages of Super Mario Bros. goes as far as indicating the original contents of every item block via block placeholder bone names. These block placeholders have names like hatena_dummy_01_pwup (for power-ups), hatena_dummy_hide_1up (hidden 1-Up Mushroom), block_dummy_item_02_star (Starman in brick block), and block_dummy_item_01_10coin (10 coins in brick block). In Brawl, all item blocks work the same except for the 10-coin blocks, which give out up to three items instead of one.

Mario Circuit

SSBBmariokartfull.png

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

75 m

SSBB 75mScore.png

The 75 m stage actually keeps track of the Top Score for a given session, despite it being impossible to ever have this value be distinct from the current score in regular gameplay. This functionality is viewable when changing power-up values to decrease your score rather than increase it. The presence of this functionality may possibly indicate an unused feature in which Top Scores would be saved between sessions, though this is purely speculative.

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

Hmmm...
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 how many are included 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 entry in the sound table for a victory fanfare (Z39_FROY), and Mewtwo, who has both an unused entry for a victory fanfare like Roy (Z38_FMYU2), as well as an entry for a Wii Remote character selection sound (the latter of which is blank). The unused victory fanfare entries link to the Pokémon series victory fanfare (Z08) and Fire Emblem series victory fanfare (Z17) respectably.

Some characters were found in the smashbros_sound.brsar. Like with the cut enemies, all of the corresponding files are empty.

Instance Slot ID Effect.pac ID Name Notes
0x24 0x25 PRAMAI Unknown. Speculated to stand for Plusle and Minun from the Pokémon series, as their Japanese names are Prasule and Mainun. It's also worth mentioning that プラマイ (Pramai) is actually a Japanese colloquial word that literally means "plus or minus".
0x26 0x27 MEWTWO Mewtwo from the Pokémon series, who was playable in Melee, but cut here.
0x27 0x28 ROY Roy from Fire Emblem: The Binding Blade. Like Mewtwo, he was also playable in Melee.
0x28 0x29 DR_MARIO Dr. Mario, who was also playable in Melee alongside Mewtwo and Roy.
0x2A 0x2B TOONZELDA Princess Zelda as she appears in The Legend of Zelda: The Wind Waker, and other Toon Link games. The name "Toon Zelda" would end up being used in the Hyrule Warriors games for Zelda's Spirit Tracks incarnation.
0x2B 0x2C TOONSHEIK A "toon" version of Sheik, presumably meant for Toon Zelda to transform into by using her down-B special. Her instance slot has leftover attributes that would've allowed her to wall-jump. It's interesting to note that Sheik herself does not appear in The Wind Waker, nor any of the Zelda games that feature Toon Link; no concept art exists for a "Toon Sheik", either.
0x2D 0x2E DIXIE Most likely Dixie Kong from the Donkey Kong Country series. 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. Still, Dixie has leftover attributes that would've allowed her to both wall-jump and wall-cling.

Additionally, there are 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 (USA), 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. In the next game, MarioD fittingly becomes Dr.Mario's internal name.

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 for usage as an Assist Trophy.

Hidden Game Over Animation Planes

SSBB GameOver Anim 5 Continue props.gif

At the top of the fifth and final animation for Game Over, when a player has insufficient coinage, or has lost the match in Boss Battles, the continue and the option planes were placed above an almost white background for where Game Over plays. These were hidden from view, but the "Continue" text pans down with the two option squares forming, while the main animation plays on background.

Unused Notices

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

References