Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Super Smash Bros. Melee/Unused Audio

From The Cutting Room Floor
Jump to: navigation, search
This is a sub-page of Super Smash Bros. Melee.
  • FAMIDEMO.HPS

This is the sound effect used at the beginning of the "Special Movie"; however, the in-game version cuts off about nine seconds at the beginning of the clip. As a result, the Ice Climber bonus stage theme and most of The Legend of Zelda: A Link to the Past's Fairy Fountain theme are left unused.

  • FF_BAD.HPS

A fanfare that remains unused. It might have been used when a Bonus Stage was lost, considering the length of the fanfare. Note that the prefix "FF" probably means "fanfare."

  • FF_GOOD.HPS

Another fanfare that remains unused. Was probably used at one point in development for when a Bonus Stage was won.

  • FF_STEP1.HPS, FF_STEP2.HPS and FF_STEP3.HPS

More fanfares. The term "Step" is also used in Brawl to refer to the music used in the Subspace Emissary mode (and for a few cut tracks in the same stead), and the themes used in the Subspace levels are referenced as such in the game's sound test. Consequently, these themes were very likely intended for either Classic or Adventure.

  • HOWTO_S.HPS

The "How to Play" song without any excess sounds or voices. It is in the Sound Test as "How to Play". It was later used as a main menu theme in Super Smash Bros. for Wii U.

  • ST_GREATBAY_TKLE_LAUGH

A voice clip of Boo's laugh from Super Mario 64. Based on the filename, it seems to have been intended for Tingle on the Great Bay Stage, presumably when he showed up.

  • SFX_V_SELECTVOICE_(Character Debug Name)

One for every character exists, but they are all empty. However, Captain Falcon's plays one of his in-game voices, but very quietly. Likely, Melee was to have animated characters on its select screen just like the original game, and these sounds would play.

  • SFX_PKV_METAMAN

Ditto crying "Mon-mon!" (the Japanese name for Ditto is Metamon), who would've come out of a Poké Ball. This can be listened to via the Master Debug Menu when forced to spawn a Poké Ball with Ditto.

  • SFX_IT_CLOCKBOMB_COUNT

A looping ticking sound. Its file name implies it was intended for the cut Timed Mine item, which also has leftover textures present in the game. A variation of this sound effect is used in Kirby Air Ride, by the same development team.

  • SFXNR_NINTENDOHALLSTAR

The announcer saying "Nintendo All-Star", part of the first game's Japanese name (Nintendo All-Star! Dairantō Smash Brothers). Note that the prefix "SFXNR" likely stands for "narrator." Not even in the Japanese version of the game is this used.

  • SFXNR_DAIRANTOH

The announcer saying "Dairantō", part of the Japanese name of the game. Used for the Japanese release's title announcement.

  • SFXNR_SMAAASHBROS

The announcer frantically yelling "Smaaaaaaash Brotheerrrrs!" Not to be confused with the announcer saying "Super Smash Bros. Melee!" in the opening of the game (that has a file name of "SFXNR_SMASHBROSMELEE"). As a side note, this and "SFXNR_DAIRANTOH" are used in the Japanese version, so the announcer says "Dairantō Smash Brothers!". They're either simply a leftover from the Japanese version, or the US version set to Japanese was to use the same title as the Japanese version (Dairantō Smash Brothers DX), rather than the international title (Super Smash Bros. Melee).

  • SFXNR_TITLE_SAKURAI

While the sound can't be played in the Debug Sound Test for some odd reason, ripping it directly from the "nr_title.ssm" file allows it to be played correctly. Sounds like, well, Sakurai saying the game's title! Or someone else...

  • SFXNR_HOWTOPLY

The announcer saying "how to play!" This can be listened to in the Sound Test, not requiring any debugging.

  • SFXNR_AND

The announcer saying "and!" It can be listened to in the Sound Test, not requiring any debugging. Most likely intended for use in Classic mode for when you fight against two opponents, as it is used in Brawl.

  • SFXNR_WINS

The announcer saying "wins", which in the N64 iteration was used in the after-match results screen of a Team Battle ("Red/Blue/Green Team wins!"), a touch which wasn't carried over to the sequel. It can be listened to in the Sound Test, not requiring any debugging. Super Smash Bros. Ultimate uses a similar, albeit rerecorded, voice clip on its victory screen.

  • SFXV_CAPTAIN_BLUEF

Captain Falcon saying "Blue Falcon!" This audio clip existed (but remained unused) in the Japanese version of the first game, and would later be used in his Final Smash in the sequel. Maybe the developers were experimenting with Final Smashes again?

  • SFXV_CAPTAIN_COMEON

Captain Falcon saying "Come on!" In later games, this clip is used as both one of Captain Falcon's taunts and part of his Final Smash.

  • SFXV_DRMARIO_2BIG, SFXV_DRMARIOB_2BIG and SFXV_DRMARIOS_2BIG

Clone leftovers. It's Mario's getting big sound.

  • SFXV_LUIGI_2BIG, SFXV_LUIGIB_2BIG and SFXV_LUIGIS_2BIG

Same as Dr. Mario's clone leftover sounds, only with Luigi.

  • SFXV_GANON_KIRIFUDA

Ganondorf yelling angrily. This clip can be heard in the Sound Test without using any debugging routines. "Kirifuda" (Japanese: 切り札 or 切札) means a "trump card" or "last resort" in Japanese, strongly suggesting that it could've been for a Final Smash, whose Japanese name, Saigo no Kiri Fuda (最後の切りふだ), translates to Final Trump Card. Strangely, it would eventually end up being used in Brawl as the Wii Remote sound effect played when selecting Ganondorf. A similar shout can also be heard in in Super Smash Bros. Ultimate, but is used for Ganondorf's down smash instead of his Final Smash.

  • SFXV_MARIO_KIRIFUDA

Mario's signature "Let's-a-go" (when choosing a Star in Super Mario 64) which was pitched up for Luigi in this game. The use of "kirifuda" in the filename, similarly to Ganondorf's clip above, implies it may have been intended for a Final Smash back when they were still being considered in development.

  • SFXV_MARS_LETSDANCE

Marth saying "Let's dance!" Sounds like something that would be used for a taunt, or possibly a Final Smash. Even if it was used, it wouldn't fit as all of Marth's lines in the game are in Japanese.

  • SFXV_ZS_ZELDA_N_AI

Zelda seemingly focusing an attack. Can be listened to via the in-game Sound Test. Based on the "N" included in the filename, it may have been intended to play when one uses Nayru's Love.

  • SFXV_ZS_ZELDA_FIRE

An alternative take for Zelda using Din's Fire. Can be listened to via the in-game Sound Test. Compared to the clip used in-game, ("ZS_ZELDA_DD") this unused variant extends the "aaa" slightly.

  • SFXV_ZS_SEAK_MORATTA

Sheik saying "貰った!", which translates to "I got it!" This is a Japanese exclusive quote, and so far the only voice clip where Sheik actually speaks.

  • SFXV_PIKACHU_SUTEMI

An audio clip of Pikachu yelling its name (what else?) ferociously. Can be listened to via the in-game Sound Test.
The use of "SUTEMI" indicates that this clip was likely intended for Pikachu's back throw, which bears close resemblance to the real-life judo technique of the same name. While it may possibly also reference the Pokémon technique Double-Edge (called "Sutemi-Tackle" in Japanese), Pikachu's side special is called Skull Bash ("Rocketto Zutsuki", or Rocket Headbutt in Japanese), rendering the latter possibility unlikely.

  • SFXV_PICHU_SUTEMI

Incredibly similar to the above clip, only this one corresponds to Pichu. Like the one above, it can also be found within the in-game Sound Test.

  • SFXNR_ZAKOTEAM

The announcer saying "Fighting Wire Frames!". It can be listened to in the Sound Test, not requiring any debugging.

  • SFXNR_GIGAKOOPA

The announcer says "Giga Bowser". It can be listened to in the Sound Test if the language is set to Japanese, not requiring any debugging.
The filename inconsistency is not an error, as many of the English name entries in the debug menu ("BOUCER" for Bowser as an example) correspond to the Japanese character announcements, while the Japanese entries contain the localized variations. Any reasons for this decision are unknown.

  • SFXNR_GIGABOUCER

The announcer says "Giga Koopa". It can be listened to in the Sound Test if the language is set to English, not requiring any debugging.

  • SFXNR_MASTERHANDS

The announcer saying "Master Hand". It can be listened to in the Sound Test, not requiring any debugging. A similar voice clip was later used for the fourth installment of Smash Bros.

  • SFXEND

Empty sound, which effectively stops any playing sound. Crashes the game on a real console.

  • Japanese Fox Audio:
    • SFXV_FOX_KAKATTE
      "かかってこい!" ("Come on!")
    • SFXV_FOX_KANRYOU
      "作戦完了!" ("Mission complete!")
    • SFXV_FOX_SYUURYOU
      "作戦終了!" ("Mission accomplished!")
    • SFXV_FOX_KIKAN
      "これより帰還する。" ("Returning to base.")
    • SFXV_FOX_KINISURU
      "気にするなよ、ファルコ。" ("Don't worry about it, Falco.")

Japanese audio clips for Fox which (predictably) are only used in the Japanese version for his victory quotes (and the first one as a taunt). Localized versions use an English "Mission complete!" voice clip for all three of his victory poses, and replace his taunt with a clip where Fox speaks English.
Notably, the last clip is unique in that Fox actually has specific dialogue for when he wins a match against Falco. This ultimately wasn't implemented in the final version of Melee, but was included in Brawl and later games, with translated voice clips for non-Japanese versions.

  • Japanese Falco Audio:
    • SFXV_FALCO_GEKITUI
      "敵機撃墜!" ("Scratch one bogey!")
    • SFXV_FALCO_NIGASUKA
      "逃がすかよ?" ("You gonna run away?")
    • SFXV_FALCO_ORENO
      "俺の獲物に手を出すな!" ("Hands off my prey!")
    • SFXV_FALCO_OMAENO
      "お前の実力ってのはその程度か?" ("Is that all you've got?")

Just like Fox, Falco has snippets of Japanese audio for his taunt and victory poses, all of which were omitted from non-Japanese speaking regions. Like before, the last clip is an unused character-specific victory quote for winning against Fox.

  • Japanese Mewtwo Audio:
    • SFXV_MEWTWO_OROKANA
      "愚かな。" ("Foolish.")
    • SFXV_MEWTWO_WATASIWA
      "私はまけるわけにはいかない。" ("I cannot lose.")
    • SFXV_MEWTWO_NAZE
      "私はなぜここにいるのか...?" ("Why am I here...?")

Mewtwo also has Japanese exclusive victory quotes, based on its appearance in the first Pokémon movie. These were replaced with non-verbal voice clips outside of Japan. However, unlike Fox and Falco, Mewtwo's Japanese voice clips remain untranslated in later installments.

Oddities

  • "SFXV_CAPTAIN_FIREKICK" is the sound effect for when Captain Falcon uses his forward-smash. The name, however, implies a fire kick, likely referring to his Super Smash Bros. forward-smash: a kick that set enemies on fire.
  • "SFXSE_GANON_FPUNCH" is the faint falcon cry sound heard when Falcon Punching as Captain Falcon, but inside the Ganondorf sound bank. Tiny and giant variations also exist, but all three sounds are exactly the same.
  • "AKAENIA" is the filename of the Fire Emblem track which may play on Hyrule Temple, but it also correlates with the scrapped stage of the same name, suggesting it was intended to be used for the scrapped "AKANEIA" stage.
  • While the internal names for the Donkey Kong stages are "KONGO" (for Kongo Jungle) & "GARDEN" (Jungle Japes, known in Japan as Jungle Garden), the filenames for their themes are reversed: the "DK Rap" remix which plays on Kongo Jungle is named "GARDEN", while the "Jungle Stage" remix that plays on Jungle Japes is named "KONGO", suggesting the tracks were switched around later in development.
  • The track labelled "Rare Trophy" in the Sound Test (S_NEW2.HPS and SFX_FPON_NEWFANF2) is used, but only in incredibly specific circumstances which most players won't experience. (namely, obtaining 250 trophies while using the Lottery)
  • The theme which plays for both the Trophy Lottery submenu & the "Grab a Trophy" minigame is internally referenced as "MENU02", suggesting it was planned to be an alternate theme for the game's main menu... which it isn't. Strangely enough, Super Smash Bros. for Wii U would indeed include it as a selectable theme for the main menu!
  • A separate file is dedicated towards the stage select menu ("S_SELECT"), but the sound file itself is merely a duplicate of the theme which plays upon picking up a hammer.
  • Despite being heard normally in-game, the Announcer's line "Success!" is not found in the Sound Test.