Super Smash Bros. Brawl
|Super Smash Bros. Brawl|
Also known as: Dairantou Smash Bros. X (JP), Daenantu Smash Bros. X (KR)
This game has unused animations.
This game has a notes page
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 slew of extras, some changes in physics, and many heated debates about whether it's better than Melee.
- 1 Subpages
- 2 Unused Animations
- 3 Unused Sounds
- 4 Unused Videos
- 5 References to Cut Enemies
- 6 References to Cut Items
- 7 Unused Event Matches
- 8 Perry
- 9 References to Cut Modes
- 10 Extra Stage Details
- 11 Unused Stage Lights
- 12 Removed Characters
- 13 Unused Music
- 14 Removed Assist Trophies
- 15 Unused Notices
- 16 Simplified Sticker Effects
- 17 Oddities
| Unused Graphics|
Smashed so hard they never saw the light of day.
| Regional Differences|
The US and European translators can't seem to agree with each other.
Captain Falcon has an unused animation called "FinalEnd". As the file name suggests, this is definitely 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.
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
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.
Both Fox and Falco have an unused animation for what seems like their blasters misfiring. The animation is named SpecialNOff.
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 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.
Wolf also has an unused animation, 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. It would not be until Ultimate where Sandbag would be able to be grabbed again, complete with animations of being held by Snake.
The Pokémon Trainer has animations for jumping, falling, and landing. This was most likely intended for Subspace Emissary mode. As the player advanced farther into the level, the Trainer would actually follow you rather than magically warp around. The animations are named Jump, Fall, FallS, Landing, LandingL, and LandingR.
As is tradition within the Super Smash Bros. series, plenty of audio clips recorded for the game simply aren't used for whatever reason.
"Strong Knockback" Voices
In previous Smash Bros. games, characters hit by strong attacks would yell in pain immediately after being sent flying. Brawl contains audio files for almost every character to accommodate this scenario (only Samus, Jigglypuff, Mr. Game & Watch and Olimar lack the corresponding files), but for reasons unknown, they are left unused, with only mild damage grunts actually being used in these scenarios. Many of these would eventually be reused in the sequels for many of the characters whose voice clips were recycled from Brawl:
|Ice Climbers (Popo)|
|Ice Climbers (Nana)|
|Pokémon Trainer (Charizard)|
|Pokémon Trainer (Ivysaur)|
|Pokémon Trainer (Squirtle)|
|Zero Suit Samus|
|Captain Falcon||Captain Falcon saying "yes!" in a comparatively restrained manner. It is grouped with the other victory quotes as "win03", which confirms it to be a cut victory quote.|
|Ike||An additional unused take of Ike's Counter special move, where he says "Gotcha!". Although this clip is unused in normal gameplay, it can be heard via the in-game sound test as Clip No. 6 under Ike's section.|
|Another unused take of Ike's Counter special move, where he says "You're through!". Ike likely would've have 3 different lines chosen at random for when his counter successfully connects, much like Marth did; this one, the one mentioned above, and the line where he says "You're Open!". However, for unknown reasons, only the "You're Open" line ended up being used.|
|Ike shouting "Take this!".|
|Kirby||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||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.|
|Luigi||A rather comical clip of Luigi getting spooked. Based on the fact that it's grouped between the sound files for his side and down special, it's possible that this would've been used for his up special, likely for whenever he got the sweetspot.|
|A generic grunt by Luigi which, even in all its insignificance, ended up on the cutting room floor... both figuratively and literally.|
|Mario||Mario grunting, presumably to be used during one of his normal attacks.|
|Meta Knight||"Now, my power is without rival." The filename, grouped in with the other victory quotes as "win04", confirms it to be a cut victory quote.|
|Another battle grunt. The sequel would use this for his down smash.|
|Meta Knight shouting ferociously. The file ("cyo03") is grouped in with Meta Knight's other Final Smash related voice clips, showing it was likely planned for Galaxia Darkness. The masked knight remains silent when performing it in the actual game.|
|Peach||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||Pikachu shouting "Pikapi!" In the Pokémon anime series, this is how Pikachu refers to his trainer, Ash. The actual purpose of this voiceclip however, was as a victory cry (the file is "Win01").|
|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||Pit shouting "here we go!". It is grouped with Pit's Final Smash announcement ("all troops, move out!").|
|A rather bizarre grunt. The file is listed as ("shita02") shita means "down" or "below" in Japanese. This confirms that it was intended for an alternate yell after reflecting something with his down B.|
|Sheik||Sheik briefly but ferociously yelling. It can be heard under "Win02", implying it was planned for a victory cry.|
|Snake||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. Used in Super Smash Bros. Ultimate as an alternative to "now!" when he blows up his C4.|
|Zelda||A brief yell by Zelda.|
And, of course, there's more for the announcer too. Strangely, these voice clips were actually removed in European versions of the game, likely as a direct consequence of not being used... Though that didn't stop the above clips from still lying around!
|"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 Sound Effects
This section will require a crapton of research. While the placeholders don't need to be ripped as they're pretty much static, any actual sound effects are a given.
Strangely, multiple sound effects used for some of Link's special moves in Melee exist in the "se" portion of the "smashbros_sound.brsar" sound archive. None of the other veterans have any such leftovers in their sound effect banks. With the exception of one, they all have unique filenames starting with "DSpecial", with D likely standing for "DX", Melee's subtitle in Japan.
|Link's Bow charging up.|
|Link's Boomerang flying through the air. The file itself is actually included in the "special" subfolder rather than being grouped with the other leftover sound effects, implying it was planned to be re-used for the Gale Boomerang.|
|Link catching his Boomerang.|
|Link plucking a Bomb from his pockets.|
|The bomb exploding.|
"spin", the sound used for the Mario Tornado in the previous game, a special move which was replaced by the F.L.U.D.D. Mario's down aerial attack, which bears a deliberate resemblence to the attack, uses different sound effects.
Fox, Falco & Wolf
A miscellaneous sound effect included in the soundbanks for all 3 StarFox characters as entry "007". It sounds like it would've been most appropriate for their multi-hit rapid jab attacks, but Fox & Falco use a series of regular attack sounds for it instead, and Wolf doesn't have a rapid jab at all.
Entry "006" in Ganondorf's sound effect archive, an explosive sound effect which could've been applied for multiple of his attacks, but simply isn't used anywhere. It is however curiously grouped right before the sound effect for his entry animation. (walking out of a portal of darkness)
Mr. Game & Watch
A series of unusual, distinctly un-Game & Watchy sound effects included in Mr. Game & Watch's archive.
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.
Some frames depicting unused scenes:
|05-00.thp (Kirby mouth closed)||05-01.thp (Kirby mouth open)|
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.
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.
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:
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:
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 the "2X" speed function was once available, but cut for unknown reasons.
Unused Event Matches
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:
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.
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 & 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 & 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.
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).
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.
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
Mushroomy Kingdom Block Names
While not necessarily 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.
The Mario Kart stage actually has the entire race track modeled out. There are also some blocks and trees in the distance.
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
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
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.
Distant Planet has a character light not used in any of the light sets. It would have added a noticeable green glow from below.
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.
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.
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 victory fanfare, and Mewtwo, who has both an unused victory fanfare and Wii Remote character selection sound. (the latter of which is blank)
Some characters were found in the smashbros_sound.brsar. Like with the cut enemies, all of the corresponding files are empty.
- roy (from Melee)
- 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 (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.
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.
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".
- A11_MLRPG02 - An unspecified track from Mario & Luigi: Partners in Time.
- 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.
- C06_KAZENOSAKANA - The "Ballad of the Wind Fish" from The Legend of Zelda: Link's Awakening.
- E04_COCKIE - An unspecified track from Yoshi's Cookie.
- G06_COMMAND - An unspecified track from Star Fox Command.
- 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.
- J05_ERABARESHI - The track Erabareshimono ("Chosen Ones") from the third Fire Emblem game.
- 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.
- 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.
- 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.
- K06_BECAUSE - The track "Because I Love You" from EarthBound.
- M14_WARIOSTAGE - Likely a track inspired by one of Wario's stages in a WarioWare game.
- N04_RADIOTAISO - The track "Radio Exercises", from Animal Crossing.
- Q03_SPORTSMEDLEY - Presumably a medley of NES sports game themes.
- R01_WILDTRACKS - A track from the game Stunt Race FX.
- 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.
- S09_BEATMANIA - The remix of the Metal Gear Solid theme from Beatmania 3rdMIX. Would have been cut for the same reason.
- T04_HOWTOPLAY - The "How to Play" theme from Melee.
- U05_UCANDO - The song "You Can Do Anything" from the Japanese and European versions of Sonic CD. Likely cut due to licensing issues.
- 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.
- 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")
- X12_SIMPLEINTRO - Classic Mode Intro. As mentioned above, a near-identical rendition of Melee's Classic pre-match jingle is bizarrely played for the unused placeholder cinematics.
- X14_ENDING - Classic Mode Ending.
- X24_HOW2PLAY - "How to Play" theme. The file still exists on the disc, but is completely empty.
- Y##_ADV## - Several of these exist, presumably for Subspace Emissary purposes:
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 respectably.
Erroneous Filename Oddities
There are various miscellaneous inconsistencies relating to many of the game's music track filenames:
- "I07_LONGDISTANCE" implies that the track in question is "The Long Distance of Murder" from F-Zero X. However, this theme isn't even in the game, and the track it corresponds to is "Climb Up! And Get the Last Chance!!". Whether this is merely a mistake, or whether the former track was originally planned to be included is impossible to tell.
- The remix for Kid Icarus' title theme is named "P02_MEIFUKAI2", which translates to "UnderWorld 2". A second remix of the UnderWorld theme, similar to Area 6, Super Mario Bros.' Overworld theme, and Battlefield, may have been in the cards.
- "T05_DXTERMINAL" contains the edited version of Final Destination used when fighting Master Hand in Classic Mode. However, the filename ("DX" is part of Melee's Japanese name) and tracks it is grouped together with (all remixes of past Super Smash Bros. tracks) imply it would normally correspond to a remix of Final Destination's theme from the previous game.
- "X25_GETJINGLE" appears to correspond to one of the many fanfares which would play upon unlocking a trophy, CD, fighter, or stage. However, it unusually leads to "Battlefield Ver. 2".
- Y06_ADV06 links to "X13_SIMPLERESULT", the theme used for the Results screen upon clearing a stage in Classic. This theme is re-used for the Subspace Emissary's Results screen, implying the mode was originally to receive its own unique Results track.
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.
- 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|
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 is 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.
Just like the last game, Mr. Game and Watch seems to be 2D but is actually a 3D model.
|The Super Smash Bros. series|
|Nintendo 64||Super Smash Bros.|
|GameCube||Super Smash Bros. Melee|
|Wii||Super Smash Bros. Brawl|
|Nintendo 3DS||Super Smash Bros. for Nintendo 3DS|
|Wii U||Super Smash Bros. for Wii U|
|Nintendo Switch||Super Smash Bros. Ultimate|