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As the files themselves are empty, the filenames are the sole indication of their identities. Despite this, it can be argued that there is little ambiguity over them:
As the files themselves are empty, the filenames are the sole indication of their identities. Despite this, it can be argued that there is little ambiguity over them:
*The identity of "pra_mai" is uncertain. While commonly theorized to represent the ''Pokémon'' species {{pkmn|Plusle}} and {{pkmn|Minun}}, as their Japanese names are pronounced as '''''Pura'''suru'' and '''''Mai'''nan'' and [https://en.wiktionary.org/wiki/%E3%83%97%E3%83%A9%E3%83%9E%E3%82%A4 プラマイ (''Pramai'')] is actually a Japanese colloquial word that literally means "plus or minus", the {{SSBB|Ice Climbers}} have separate character files for the two characters. In addition, each of the other Pokémon use their official transliterated Japanese names in the game's files (for example, "Mewtwo" is used in the game's files, rather than the Japanese pronunciation of the name, ''Myūtsū''), and Plusle and Minun's Japanese names are ''Prasle'' and ''Minun''. The in-game trophy for Plusle and Minun is also labeled as "prasle" and "minun" in the code, further discrediting the two Pokémon. "pra_mai" has alternatively been theorized to represent "Every Player", as ''Mai'' can be translated from Japanese to English to mean "every", while ''Pra'' can be seen as a shortening of the word "player". "Every Player" has been theorized to be either a slot for the Random button on the [[character selection screen]], or to represent [[Mii]]s.
*The identity of "pra_mai" is uncertain. While commonly theorized to represent the ''Pokémon'' characters {{pkmn|Plusle}} and {{pkmn|Minun}}, as their Japanese names are pronounced as '''''Pura'''suru'' and '''''Mai'''nan'' and [https://en.wiktionary.org/wiki/%E3%83%97%E3%83%A9%E3%83%9E%E3%82%A4 プラマイ (''Pramai'')] is actually a Japanese colloquial word that literally means "plus or minus", the [[Ice Climbers]] have separate character files for the two characters. In addition, each of the other Pokémon use their official transliterated Japanese names in the game's files (for example, Mewtwo is used in the game's files, rather than the Japanese pronunciation of the name, ''Myūtsū''), and Plusle and Minun's Japanese names are ''Prasle'' and ''Minun''. The in-game trophy for Plusle and Minun is also labeled as "prasle" and "minun" in the code, farther discrediting the two Pokémon. "pra_mai" has alternatively been theorized to represent "Every Player", as ''Mai'' can be translated from Japanese to English to mean "every", while ''Pra'' can be seen as a shortening of the word "player". "Every Player" has been theorized to be either a slot for the Random button on the [[character selection screen]], or to represent [[Mii]]s.
*"mewtwo" can be reasonably assumed to be [[Mewtwo]], who appeared in ''[[Super Smash Bros. Melee]]''. "mewtwo" has the most unused data out of the other scrapped characters, all of which are empty: an [[Music (SSBB)#Scrapped victory themes|unused fanfare]], a graphics effect file (<code>ef_mewtwo.pac</code>), and a [[Wii Remote selection sound]]. As Mewtwo is an arguably unjustified cut for being the only removed character to not be a clone, this suggests it was strongly intended for inclusion in ''Brawl'', but later did not make the final cut to the roster.  
*"mewtwo" can be reasonably assumed to be [[Mewtwo]], who appeared in ''[[Melee]]''. "mewtwo" has the most unused data out of the other scrapped characters, all of which are empty: an [[Music (SSBB)#Scrapped victory themes|unused fanfare]], a graphics effect file (<code>ef_mewtwo.pac</code>), and a [[Wii Remote selection sound]]. As Mewtwo is an arguably unjustified cut for being the only removed character to not be a clone, this suggests it was strongly intended for inclusion in ''Brawl'', but later did not make the final cut to the roster.  
*"roy" can be reasonably assumed to be [[Roy]], who appeared in ''Melee''. While lacking some data compared to "mewtwo", "roy" has both a graphics effect file (<code>ef_roy.pac</code>) and an unused fanfare, suggesting the character was also strongly intended for inclusion in ''Brawl'', but later did not make the final cut to the roster.
*"roy" can be reasonably assumed to be [[Roy]], who appeared in ''Melee''. While lacking some data compared to "mewtwo", "roy" has both a graphics effect file (<code>ef_roy.pac</code>) and an unused fanfare, suggesting the character was also strongly intended for inclusion in ''Brawl'', but later did not make the final cut to the roster.
*"dr_mario" can be reasonably assumed to be [[Dr. Mario]], who appeared in ''Melee''. However, compared to files for "mewtwo" and "roy", "dr_mario" has the least data available, having only one unused character file (<code>ef_dr_mario.pac</code>).
*"dr_mario" can be reasonably assumed to be [[Dr. Mario]], who appeared in ''Melee''. However, compared to files for "mewtwo" and "roy", "dr_mario" has the least data available, having only one unused character file (<code>ef_dr_mario.pac</code>).
**{{SSB4|Mewtwo}} and {{SSB4|Roy}} later made a reappearance in ''[[Super Smash Bros. 4]]'' as downloadable characters, while {{SSB4|Dr. Mario}} also returned in the base roster. After the release of ''Smash 4'', it was discovered that several of Dr. Mario's data files are named "mariod". This name matches a set of files found in ''Brawl''{{'}}s data; they mostly contain either duplicates of Mario's data or blank space, and were originally assumed to be a '''d'''ebug version of Mario. Along with the fact that Dr. Mario's moveset is [[clone]]d from Mario in all his playable appearances, this suggests that Mario's data was replicated to recreate Dr. Mario early in ''Brawl''{{'}}s development, but no differentiation was done at all.
**{{SSB4|Mewtwo}} and {{SSB4|Roy}} later made a reappearance in ''[[Super Smash Bros. 4]]'' as downloadable characters, while {{SSB4|Dr. Mario}} also returned in the base roster. After the release of ''Smash 4'', it was discovered that several of Dr. Mario's data files are named "mariod". This name matches a set of files found in ''Brawl''{{'}}s data; they mostly contain either duplicates of Mario's data or blank space, and were originally assumed to be a '''d'''ebug version of Mario. Along with the fact Dr. Mario's moveset is [[clone]]d from Mario in all his playable appearances, this suggests that Mario's data was replicated to recreate Dr. Mario early in ''Brawl''{{'}}s development, but no differentiation was done at all.
**Interestingly, some of {{SSBB|Yellow Alloy}}'s moves have traits reminiscent of Dr. Mario's, most notably his [[forward aerial]].  
**Interestingly, some of {{SSBB|Yellow Alloy}}'s moves have traits reminiscent of Dr. Mario's, most notably his [[forward aerial]].  
*"toon_zelda" and "toon_sheik" can be reasonably assumed to refer to a cel-shaded [[Zelda]] who appeared in games such as ''The Legend of Zelda: The Wind Waker'', much like [[Toon Link]]. There has never been a cel-shaded variant of [[Sheik]] who appeared in the ''Zelda'' series prior to or after ''Brawl''{{'}}s release; it is commonly theorized that "Toon Sheik" may have been another name for [[Tetra]], Zelda's alter-ego in ''The Wind Waker''. The name "{{s|zeldawiki|Toon Zelda}}" would be first used officially years later in ''{{s|zeldawiki|Hyrule Warriors Legends}}'', referring to the similarly designed Zelda from ''The Legend of Zelda: Spirit Tracks''. It should be noted that the Zelda (Wind Waker) trophy is not actually referred to as "toon_zelda" in the code of the game. In comparison, the trophies for Mewtwo and Dixie are referred to as "mewtwo" and "dixie" respectively.
*"toon_zelda" and "toon_sheik" can be reasonably assumed to refer to a cel-shaded [[Zelda]] that appeared in games such as ''The Legend of Zelda: The Wind Waker'', much like [[Toon Link]]. There has never been a cel-shaded variant of [[Sheik]] that appeared in the ''Zelda'' series prior to or after ''Brawl''{{'}}s release; it is commonly theorized that "Toon Sheik" may have been another name for [[Tetra]], Zelda's alter-ego in ''The Wind Waker''. The name "{{s|zeldawiki|Toon Zelda}}" would be first used officially years later in ''{{s|zeldawiki|Hyrule Warriors Legends}}'', referring to the similarly-designed Zelda from ''The Legend of Zelda: Spirit Tracks''. It should be noted that the Zelda (Wind Waker) trophy is not actually referred to as "toon_zelda" in the code of the game. In comparison, the trophies for Mewtwo and Dixie are referred to as "mewtwo" and "dixie" respectively.
*"dixie" can be reasonably assumed to be [[Dixie Kong]], a major character from the ''Donkey Kong Country'' series. According to Sakurai, Dixie Kong was intended to be teamed with {{SSBB|Diddy Kong}}, so the two could be tagged out for each other in the midst of battle, similar to how they played in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''; the idea, however, was cut after he ran into technical issues with implementation of the idea, and Diddy Kong was left as a solo fighter in ''Brawl''.<ref> https://web.archive.org/web/20140710133913/http://www.geocities.jp/bgrtype/gsl/words2/dairantosmabrax/smashbrothersx.html </ref> No other data for Dixie has been found, with the exception of her associated trophy and sticker.
*"dixie" can be reasonably assumed to be [[Dixie Kong]], a major character from the ''Donkey Kong Country'' series. According to Sakurai, Dixie Kong was intended to be teamed with {{SSBB|Diddy Kong}}, so the two could be tagged out for each other in the midst of battle, similar to how they played in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''; the idea, however, was cut after he ran into technical issues with implementation of the idea, and Diddy Kong was left as a solo fighter in ''Brawl''.<ref> https://web.archive.org/web/20140710133913/http://www.geocities.jp/bgrtype/gsl/words2/dairantosmabrax/smashbrothersx.html </ref> No other data for Dixie has been found, with the exception of her associated trophy and sticker.


All seven characters have IC-Constants, but they appear to be placeholder values, with the exceptions of "Toon Sheik", who is able to wall-jump, and Dixie Kong, who can both wall-jump and wall-cling.
All seven characters have IC-Constants, but they appear to be placeholder values, with the exceptions of "Toon Sheik", who is able to wall-jump, and Dixie Kong, who can both wall-jump and wall-cling.
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*A [[Villager]] from ''Animal Crossing'' was considered as a character in the planning stages of ''Brawl'', but was ultimately dropped, as Sakurai felt such a character "wasn't suited for battle".<ref>http://www.polygon.com/2013/6/26/4465706/masahiro-sakurai-discusses-mega-man-smash-bros-s-other-new-characters</ref> {{SSB4|Villager}} and {{SSB4|Pac-Man}} both later joined the roster in ''Smash 4''.
*A [[Villager]] from ''Animal Crossing'' was considered as a character in the planning stages of ''Brawl'', but was ultimately dropped, as Sakurai felt such a character "wasn't suited for battle".<ref>http://www.polygon.com/2013/6/26/4465706/masahiro-sakurai-discusses-mega-man-smash-bros-s-other-new-characters</ref> {{SSB4|Villager}} and {{SSB4|Pac-Man}} both later joined the roster in ''Smash 4''.
*A [[Nintendog]] was considered to be playable in ''Brawl'', but was not included because Sakurai felt that it was not ready for battle and would work better as an [[Assist Trophy]] in the game<ref>http://sourcegaming.info/2016/04/29/duflupdate/</ref>.
*A [[Nintendog]] was considered to be playable in ''Brawl'', but was not included because Sakurai felt that it was not ready for battle and would work better as an [[Assist Trophy]] in the game<ref>http://sourcegaming.info/2016/04/29/duflupdate/</ref>.
*[[Mii]]s were considered as a playable character in ''Brawl'', but were ultimately not included because Sakurai felt that "it didn't seem right at the time for Miis to be punching and kicking". They were also cut due to online bullying and concerns that they would be uninteresting to go up against.<ref>https://sourcegaming.info/2015/07/07/mii-fighters/</ref><ref>http://youtu.be/GisRY6h100U?t=4m</ref> Miis later became playable in ''Smash 4'', as part of [[Mii Fighter (SSB4)|three different potential fighting styles]], although they could not be used online. They [[Mii Fighter (SSBU)|reappear]] in ''[[Super Smash Bros. Ultimate]]'', which allows them to be played online, albeit without visible nicknames.
*[[Mii]]s were considered as a playable character in ''Brawl'', but were ultimately not included because Sakurai felt that "it didn't seem right at the time for Miis to be punching and kicking". They were also cut due to online bullying and concerns that they would be uninteresting to go up against.<ref>https://sourcegaming.info/2015/07/07/mii-fighters/</ref><ref>http://youtu.be/GisRY6h100U?t=4m</ref> Miis later became playable in ''Smash 4'', as part of three different potential fighting styles, though could not be used online. ''[[Super Smash Bros. Ultimate]]'' allows them to be played online, albeit without visible nicknames.
*[[Geno]] was considered for inclusion in ''Brawl'', as Sakurai knew about the character's popularity, and he also felt that Geno could easily fit the universe of the games. Plans for his inclusion, however, ultimately fell through, presumably due to rights issues involving [[Square Enix]], who own the rights of Geno.<ref>http://sourcegaming.info/2016/02/21/nintendodream3/</ref> While he has not appeared in the series proper, he is given representation as a {{SSB4|Mii Gunner}} outfit released as part of Wave 5 of the [[downloadable content|downloadable]] Mii Fighter costumes in ''Smash 4'', and as a [[spirit]] in ''Ultimate''. The Mii outfit from ''Smash 4'' was readded to ''Ultimate'' with updated textures alongside {{SSBU|Sephiroth}}.
*[[Geno]] was considered for inclusion in ''Brawl'', as Sakurai knew about the character's popularity, and he also felt that Geno could easily fit the universe of the games. Plans for his inclusion, however, ultimately fell through, presumably due to rights issues involving [[Square Enix]], who own the rights of Geno.<ref>http://sourcegaming.info/2016/02/21/nintendodream3/</ref> While he has not appeared in the series proper, he is given representation as a {{SSB4|Mii Gunner}} outfit released as part of Wave 5 of the [[downloadable content|downloadable]] Mii Fighter costumes in ''Smash 4'', and as a [[spirit]] in ''Ultimate''. The Mii outfit from ''Smash 4'' was readded to ''Ultimate'' with updated textures alongside Sephiroth.
*[[Blastoise]] was considered as part of {{SSBB|Pokémon Trainer}}'s team, but it was ultimately replaced by {{SSBB|Squirtle}}, as Sakurai felt that Squirtle could "establish itself as a character better than Blastoise," as well as feeling that having a sense of "balance" involving the size and stages of the Pokémon Trainer's various Pokémon would make the character feel deeper<ref>http://sourcegaming.info/2016/04/29/duflupdate/</ref>.
*[[Blastoise]] was considered as part of {{SSBB|Pokémon Trainer}}'s team, but it was ultimately replaced by {{SSBB|Squirtle}}, as Sakurai felt that Squirtle could "establish itself as a character better than Blastoise," as well as feeling that having a sense of "balance" involving the size and stages of the Pokémon Trainer's various Pokémon would make the character feel deeper<ref>http://sourcegaming.info/2016/04/29/duflupdate/</ref>.
*When {{SSBB|Sonic}} was in the planning stages, Sakurai decided between different games on where to source his moveset. He noted he would have come up with a different moveset if he focused on more recent games, but decided on the Mega Drive games. <ref>https://sourcegaming.info/2016/07/24/sonic-the-hedgehog-joins-the-battle/</ref>
*When {{SSBB|Sonic}} was in the planning stages, Sakurai decided between different games on where to source his moveset. He noted he would have come up with a different moveset if he focused on more recent games, but decided on the Mega Drive games. <ref>https://sourcegaming.info/2016/07/24/sonic-the-hedgehog-joins-the-battle/</ref>
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==Stages==
==Stages==
*Similar to some ''Melee'' early screenshots, the initial [[Pokémon Stadium 2]] had no graphics on the jumbotron in the background.
*Similar to some ''Melee'' early screenshots, the initial Pokémon Stadium 2 had no graphics on the jumbotron in the background.
*Shadow Moses Island also had an outdoors area; while Snake can briefly be seen in it from the [[Nintendo]] World Report 2007 trailer, it can only be seen via hacked cameras in the final game.
*Shadow Moses Island also had an outdoors area; while Snake can briefly be seen in it from the [[Nintendo]] World Report 2007 trailer, it can only be seen via hacked cameras in the final game.
*In the E3 2006 trailer, Snake's cardboard box can be seen in the background of the stage when the Nintendog appears; this does not occur under normal circumstances in the final game.
*In the E3 2006 trailer, Snake's cardboard box can be seen in the background of the stage when the Nintendog appears; this does not occur under normal circumstances in the final game.
*Additionally, Battlefield had no upper platforms when the Nintendog appears, being simply a flat version of the same stage. This would later be added in ''Smash 4'' as [[Ω form]]s, where [[List of leaks#Battlefield Ω leak|it was similarly shown unannounced at E3]].
*Additionally, Battlefield had no upper platforms when the Nintendog appears, being simply a flat version of the same stage. This would later be added in ''Smash 4'' as [[Ω form]]s, where [[List of leaks#Battlefield Ω leak|it was similarly shown unannounced at E3]]
*In [[Bridge of Eldin]]'s files, a model of {{s|zeldawiki|Colin}} tied up to a spear can be seen, referencing the scene where Link must rescue him after being kidnapped in ''Twilight Princess''. However, it goes unused; the model also has an animated flag, and Colin himself is hidden by other models.<ref>https://tcrf.net/Super_Smash_Bros._Brawl/Unused_Graphics#Colin</ref>
*In [[Bridge of Eldin]]'s files, a model of {{s|zeldawiki|Colin}} tied up to a spear can be seen, referencing the scene where Link must rescue him after being kidnapped in ''Twilight Princess''. However, it goes unused; the model also has an animated flag, and Colin himself is hidden by other models.<ref>https://tcrf.net/Super_Smash_Bros._Brawl/Unused_Graphics#Colin</ref>
<center><gallery>
<center><gallery>
NintendogBetaScreen.jpg|A scene from the 2006 trailer. Notice how Snake's box is located at a normally inaccessible part of the stage and how the upper platforms are missing.
NintendogBetaScreen.jpg|A scene from the 2006 trailer. Notice how Snake's box is located at a normally inaccessible part of the stage and how the upper platforms are missing.
BetaStadiumScreen.jpg|Notice how the jumbotron behind Pokémon Stadium 2 is blank, while this never happens during normal gameplay in the final version.
BetaStadiumScreen.jpg|Notice how the jumbotron behind [[Pokémon Stadium 2]] is blank, while this never happens during normal gameplay in the final version.
Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final version of the game.  
Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final version of the game.  
Smash-Bros-Brawl-Unused-Colin-Animation.gif|Unused model of {{s|zeldawiki|Colin}} tied up to a spear.
Smash-Bros-Brawl-Unused-Colin-Animation.gif|Unused model of {{s|zeldawiki|Colin}} tied up to a spear.
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**{{SSBB|Kirby}}, in the [[E3 2006]] trailer, is showing attacking in midair with his {{b|Hammer|move}} as he did in ''Melee''. However, the final build instead shows Kirby spinning horizontally.  
**{{SSBB|Kirby}}, in the [[E3 2006]] trailer, is showing attacking in midair with his {{b|Hammer|move}} as he did in ''Melee''. However, the final build instead shows Kirby spinning horizontally.  
***Kirby also has unused animations of him walking with his hammer, along with releasing it with full force; this suggests Kirby's hammer was to have a mechanic that allowed it to be charged. In the final build, King Dedede has a similar ability with his [[Jet Hammer]]. This option was finally given to Kirby beginning in ''[[Super Smash Bros. 4]]'', with the ability named [[Hammer Flip]].
***Kirby also has unused animations of him walking with his hammer, along with releasing it with full force; this suggests Kirby's hammer was to have a mechanic that allowed it to be charged. In the final build, King Dedede has a similar ability with his [[Jet Hammer]]. This option was finally given to Kirby beginning in ''[[Super Smash Bros. 4]]'', with the ability named [[Hammer Flip]].
**When Fox was revealed in the Nintendo World 2007 trailer, he has his [[Blaster]] in his hand during the whole battle despite the fact that he only uses the blaster when using his standard special move in the final release. Additionally, [http://www.youtube.com/watch?v=cywX3x_rQUI animations left in the game data] show both Fox and Falco inspecting the environment before putting their blasters away; they appear to have been intended for a mechanic where overusing the Blaster would cause it to overload or misfire.  
**When Fox was revealed in the Nintendo World 2007 trailer, he has his [[Blaster]] in his hand during the whole battle despite the fact he only uses the blaster when using his standard special move in the final release. Additionally, [http://www.youtube.com/watch?v=cywX3x_rQUI animations left in the game data] show both Fox and Falco inspecting the environment before putting their blasters away; they appear to have been intended for a mechanic where overusing the Blaster would cause it to overload or misfire.  
**{{SSBB|Link}}'s [[Spin Attack]] was also changed over time. In the first and second trailers, it is given the appearance that there are two strikes on top of each other; in the final game, however, there is only one strike. The early Spin Attack also lacked the red overlay on the slashes.
**{{SSBB|Link}}'s [[Spin Attack]] was also changed over time. In the first and second trailers, it is given the appearance that there are two strikes on top of each other; in the final game, however, there is only one strike. The early Spin Attack also lacked the red overlay on the slashes.
**{{SSBB|Pikachu}}'s [[Quick Attack]] was also altered; in the first trailer, it is shown making 2 "bip" sounds, one with each teleport as in ''Melee''. However, in the final version, the sound was altered significantly, and it only makes one sound, on the first teleport.  
**{{SSBB|Pikachu}}'s [[Quick Attack]] was also altered; in the first trailer it is shown making 2 "bip" sounds, one with each teleport as in ''Melee''. However, in the final version, the sound was altered significantly, and it only makes one sound, on the first teleport.  
**{{SSBB|Wolf}} has an [https://www.youtube.com/watch?v=i50xefv9Nmg unused animation] that matches Fox's neutral infinite. Masahiro Sakurai revealed Wolf was included late into ''Brawl''{{'}}s roster due to his similarities to Fox and Falco, effectively confirming it as a leftover from being cloned off of Fox before Wolf was re-worked to a [[Clone#subtypes|pseudo clone]].
**{{SSBB|Wolf}} has an [https://www.youtube.com/watch?v=i50xefv9Nmg unused animation] that matches Fox's neutral infinite. Masahiro Sakurai revealed Wolf was included late into ''Brawl's'' roster due to his similarities to Fox and Falco, effectively confirming it as a leftover from being cloned off of Fox before Wolf was re-worked to a [[Clone#subtypes|pseudo clone]].
**Snake, in particular, had many differences from the final product. In early screenshots, he is shown grabbing some characters with more accuracy; one picture shows Snake grabbing [[Ike]] from his right arm and mouth similarly to how he performs stealth kill in the ''Metal Gear'' series, but every character gets grabbed by the head in the final version. Snake's mines also were considerably more realistic-looking, sporting a drab, dark grey-green look instead of the light grey seen in the final game.
**Snake, in particular, had many differences from the final product. In early screenshots, he is shown grabbing some characters with more accuracy; one picture shows Snake grabbing [[Ike]] from his right arm and mouth similarly to how he performs stealth kill in the ''Metal Gear'' series, but every character gets grabbed by the head in the final version. Snake's mines also were considerably more realistic-looking, sporting a drab, dark grey-green look instead of the light grey seen in the final game.
*In trailers, characters were also shown to be Blast KO'd after they crossed the upper [[blast line]]. In the final game, normal characters can only be KO'd this way in The Subspace Emissary. This idea would later be implemented into ''Smash 4'' and ''Ultimate'', in which all characters have a random chance of being Blast KO'd via the upper blast line.
*In trailers, characters were also shown to be Blast KO'd after they crossed the upper [[blast line]]. In the final game, normal characters can only be KO'd this way in the Subspace Emissary. This idea would later be implemented into ''Smash 4'' and ''Ultimate'', in which all characters have a random chance of being Blast KO'd via the upper blast line.
*[[wikipedia:Entertainment for All|E for All 2007]] had a playable demo of ''Brawl'' available. This demo was lacking several starter characters: {{SSBB|Kirby}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Pokémon Trainer}}, {{SSBB|Ice Climbers}}, {{SSBB|King Dedede}}, {{SSBB|Wario}}, {{SSBB|Olimar}}, and {{SSBB|Lucas}} are all starters in the final game, but were unavailable in the demo. The demo did, however, allow {{SSBB|Sonic}} to be playable, to celebrate him being announced in October 2007.
*[[wikipedia:Entertainment for All|E for All 2007]] had a playable demo of ''Brawl'' available. This demo was lacking several starter characters: {{SSBB|Kirby}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Pokémon Trainer}}, {{SSBB|Ice Climbers}}, {{SSBB|King Dedede}}, {{SSBB|Wario}}, {{SSBB|Olimar}}, and {{SSBB|Lucas}} are all starters in the final game, but were unavailable in the demo. The demo did, however, allow {{SSBB|Sonic}} to be playable from the start, to celebrate him being announced in October 2007.
*The character [[Perry]] from ''{{s|mariowiki|Super Princess Peach}}'' was intended to appear as part of {{SSBB|Peach}}'s moveset, where she would use him as a parasol rather than her own in the final game. His trophy textures (PeachTexC through PeachTexF) are named after Peach's textures, and Peach's parasol model (WpnPeachKassar) contains his Japanese name (カッサー, Kassā).
*The character [[Perry]] from ''{{s|mariowiki|Super Princess Peach}}'' was intended to appear as part of {{SSBB|Peach}}'s moveset, where she would use him as a parasol rather than her own in the final game. His trophy textures (PeachTexC through PeachTexF) are named after Peach's textures, and Peach's parasol model (WpnPeachKassar) contains his Japanese name, (カッサー, Kassā).
*In the game's files, some characters have textures depicting visual battle damage; Meta Knight has a large gash over his helmet, Captain Falcon has a cracked visor that would've revealed his face (evident by the unused eye texture he has) and sword wielders like Link and Marth have their weapons being cracked. In an article released shortly after ''Brawl'',<ref>http://sourcegaming.info/2015/08/17/sakuraibrawlquestions/</ref> Masahiro Sakurai stated these textures were originally part of a game mechanic he wanted to include that involved breaking character equipment, causing disadvantages to skilled players if they broke and required a respawn to repair. While the idea was cut due to lack of time, the textures were incorporated in the Final Smash trophies of certain characters and the [[false character]]s of the Subspace Emissary (however, the glow around them makes it barely noticeable). This would later be incorporated starting in ''SSB4'', as seen with {{SSB4|Little Mac}} receiving bruises at high damage in {{forwiiu}} and {{SSB4|Robin}} with his ''Fire Emblem''-based durability system. {{SSBU|Olimar}} and {{SSBU|King K. Rool}} would follow receiving battle damage at high percents and during Screen KOs, while {{SSBU|Steve}} would follow Robin with his ''Minecraft''-inspired durability system.  
*In the game's files, some characters have textures depicting visual battle damage; Meta Knight has a large gash over his helmet, Captain Falcon has a cracked visor that would've revealed his face (evident by the unused eye texture he has) and sword wielders like Link and Marth have their weapons being cracked. In an article released shortly after ''Brawl'',<ref>http://sourcegaming.info/2015/08/17/sakuraibrawlquestions/</ref> Masahiro Sakurai stated these textures were originally part of a game mechanic he wanted to include that involved breaking character equipment, causing disadvantages to skilled players if they broke and required a respawn to repair. While the idea was cut due to lack of time, the textures were incorporated in the Final Smash trophies of certain characters and the [[false character]]s of the Subspace Emissary (however, the glow around them makes it barely noticeable). This would later be incorporated starting in [[SSB4]], as seen with {{SSB4|Little Mac}} receiving bruises at high damage in {{forwiiu}} and {{SSB4|Robin}} with his ''Fire Emblem''-based durability system. {{SSBU|Olimar}} and {{SSBU|King K. Rool}} would follow receiving battle damage at high percents and during Screen KOs, while {{SSBU|Steve}} would follow Robin with his ''Minecraft''-inspired durability system.  
*There also exists some unused [[palette swap]]s for characters on the game's disc. One such unused costume was a blue-colored Luigi, under the name FitLuigi02.pac/.pcs. Unusually, this costume has its shadow model integrated into the primary model, rather than having it as a separate model.
*There also exists some unused [[palette swap]]s for characters on the game's disc. One such unused costume was a blue-colored Luigi, under the name FitLuigi02.pac/.pcs. Unusually, this costume has its shadow model integrated into the primary model, rather than having it as a separate model.
*An unfinished [[Assist Trophy]] file with [[Ridley]]'s name exists, meaning Ridley was originally planned to be an Assist Trophy; it is likely that this idea was scrapped in favor of making him into a boss. <ref>[http://www.destructoid.com/elephant/photo-m.phtml?post_key=68272&photo_key=29687]</ref>
*An unfinished [[Assist Trophy]] file with [[Ridley]]'s name exists, meaning Ridley was originally planned to be an Assist Trophy; it is likely that this idea was scrapped in favor of making him into a boss. <ref>[http://www.destructoid.com/elephant/photo-m.phtml?post_key=68272&photo_key=29687]</ref>
*Like the first two games, most characters were planned to grunt when they were hit by a strong attack that resulting in medium or high knockback. However, characters only grunt after a second in the actual game, preventing these yells from being heard. These sound effects can still be found within ''Brawl''{{'}}s data, and they later returned in ''SSB4'' for heavy knockback if the character reused their old voice clips; however, these will only play for heavy knockback as the [[Screen KO]] in that game is silent.
*Like the first two games, most characters were planned to grunt when they were hit by a strong attack that resulting in medium or high knockback. However, characters only grunt after a second in the actual game, preventing these yells from being heard. These sound effects can still be found within ''Brawl's'' data, and they later returned in ''SSB4'' for heavy knockback if the character reused their old voice clips, however, these will only play for heavy knockback as the [[Screen KO]] in that game is silent.
*The [[announcer]] counted down the [[Match timer#Final countdown timer|final ten seconds of the match]] in every battle.{{fact}} This was reduced to five seconds in the final game.
*The [[announcer]] counted down the [[Match timer#Final countdown timer|final ten seconds of the match]] in every battle.{{fact}} This was reduced to five seconds in the final game.
**The announcer additionally has an unused line for speaking the name of the game at the end of the opening movie. Pat Cashman even stated he was unsure why this was removed from the final version.
**The announcer additionally has an unused line for speaking the name of the game at the end of the opening movie. Pat Cashman even stated he was unsure why this was removed from the final version.
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==Solo==
==Solo==
*Multiple scenes in The Subspace Emissary were cut due to time constraints, which leaves some parts of the story out; however, an update on the [[DOJO!!]] explained these removed cutscenes. Among the explanations include how the Subspace Army takes over the Halberd and King Dedede unintentionally stalls Meta Knight from preventing it from happening.
*Multiple scenes in the Subspace Emissary were cut due to time constraints, which leaves some parts of the story out; however, an update on the [[DOJO!!]] explained these removed cut scenes. Among the explanations include how the Subspace Army takes over the Halberd and King Dedede unintentionally stalls Meta Knight from preventing it from happening.
*A TV spot for ''Brawl'' also shows {{SSBB|Mario}} instead of {{SSBB|Kirby}} fighting [[Petey Piranha]]. This is likely because Petey was originally supposed to blast Kirby out of the arena, making players use Mario to duel him, although Mario and Kirby switched roles later. However, after completing the Subspace Emissary, players can revisit Midair Stadium using any character (including Mario) and face Petey.
*A TV spot for ''Brawl'' also shows {{SSBB|Mario}} instead of {{SSBB|Kirby}} fighting [[Petey Piranha]]. This is likely because Petey was originally supposed to blast Kirby out of the arena, making players use Mario to duel him, although Mario and Kirby switched roles later. However, after completing the Subspace Emissary, players can revisit Midair Stadium using any character (including Mario) and face Petey.
*The font for enemies in The Subspace Emissary during development was slightly different and considerably more spaced out. Additionally, an early screenshot of "The Battlefield Fortress" shows a considerably less overcast and brighter sky.
*The font for enemies in the developing Subspace Emissary was slightly different and considerably more spaced out. Additionally, an early screenshot of "The Battlefield Fortress" shows a considerably less overcast and brighter sky.
*An early classic mode screen appears in the ISO file as well. Unusually, it uses a sound effect from ''Melee''.
*An early classic mode screen appears in the ISO file as well. Unusually, it uses a sound effect from ''Melee''.
*In a screenshot of ''Brawl''{{'}}s {{SSBB|Classic Mode}} on the DOJO!!, a battle against a giant {{SSBB|Meta Knight}} is depicted with two allies, whereas in the released version of ''Brawl'', there is only one ally on the Kirby stage in a giant battle there. Additionally, no giant battles past stage two give the player two allies.
*In a screenshot of ''Brawl''{{'}}s {{SSBB|Classic Mode}} on the DOJO!!, a battle against giant {{SSBB|Meta Knight}} is depicted with two allies, whereas in the released version of ''Brawl'', there is only one ally on the Kirby stage in a giant battle there. Additionally, no giant battles past stage two give the player two allies.
*The {{SSBB|Pokémon Trainer}} has unused jumping, falling, and landing animations that one can presume were intended to be used for traversing stages. In the final game, he simply [[Space Jump]]s when his Pokémon gets too far offscreen. This animation was later used in ''[[Super Smash Bros. Ultimate]]'' when playing as Pokémon Trainer in the hub world in [[Adventure Mode: World of Light]].
*The {{SSBB|Pokémon Trainer}} has unused jumping, falling, and landing animations that one can presume were intended to be used for traversing stages. In the final game, he simply [[Space Jump]]s when his Pokémon gets too far offscreen. This animation was later used in ''[[Super Smash Bros. Ultimate]]'' when playing as Pokémon Trainer in the hub world in [[Adventure Mode: World of Light]]  
*A file inferred to be part of controlling menu and display elements for the Subspace Emissary contains an unused display element, labelled "InfAdvLevel0000", which appears to display a level number and a bar labelled "pp" which is animated from full to empty in 50 frames. Based on other filenames, its purpose appears to have been to display a level number before beginning the stage.
*A file inferred to be part of controlling menu and display elements for the Subspace Emissary contains an unused display element, labelled "InfAdvLevel0000", which appears to display a level number and a bar labelled "pp" which is animated from full to empty in 50 frames. Based on other filenames its purpose appears to have been to display a level number before beginning the stage.
*There is an unused collection of character portraits which can be found in nearly every one of the Great Maze shadow character battle rooms under the name bossmae01_2.  
*There is an unused collection of character portraits which can be found in nearly every one of the Great Maze shadow character battle rooms under the name bossmae01_2.  
**Most of the characters are just in a neutral pose, looking off in one direction or another, but Link, Kirby, Pikachu and Snake are using their E3 2006 portraits, Lucas is in his default T-pose, and Mr. Game & Watch is using his ''Melee'' artwork. Sonic, Jigglypuff, Toon Link, and Wolf are notably absent due to their later inclusion in the game.
**Most of the characters are just in a neutral pose, looking off in one direction or another, but Link, Kirby, Pikachu and Snake are using their E3 2006 portraits, Lucas is in his default T-pose, and Mr. Game & Watch is using his ''Melee'' artwork. Sonic, Jigglypuff, Toon Link, and Wolf are notably absent due to their later inclusion in the game.
***Aside from Rayquaza, all of the bosses don't use their official artwork from ''Brawl''. Petey Piranha uses artwork from ''Mario Golf: Toadstool Tour'', Meta Ridley uses concept art from ''Metroid Prime'', Ridley uses his artwork for ''Super Metroid'', and Porky uses the original sprite from ''Mother 3''. Both Galleon and Duon appear to use what is likely part of their official character design sheet, with Duon completely lacking shading.
***Aside from Rayquaza, all of the bosses don't use their official artwork from ''Brawl''. Petey Piranha uses a render from ''Mario Golf: Toadstool Tour'', Meta Ridley uses concept art from ''Metroid Prime'', Ridley uses his artwork for ''Super Metroid'', and Porky uses the original sprite from ''Mother 3''. Both Galleon and Duon appear to use what is likely part of their official character design sheet, with Duon completely lacking shading.
*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.
*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.
**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. <ref>https://www.youtube.com/watch?v=JLjAxUWXxGU</ref>
**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. <ref>https://www.youtube.com/watch?v=JLjAxUWXxGU</ref>
*Two unused cutscenes from The Subspace Emissary 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). <ref>https://www.youtube.com/watch?v=V8Asn0cmFLA</ref>
*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). <ref>https://www.youtube.com/watch?v=V8Asn0cmFLA</ref>
**Interestingly, the corrupted variant of "Snake's Cardboard Box" features completely different lighting, appearing much grainier than the cutscene used in-game.
**Interestingly, the corrupted variant of "Snake's Cardboard Box" features completely different lighting, appearing much grainier than the cutscene used in-game.


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==Masterpieces==
==Masterpieces==
*In all versions of the game, a [[Masterpiece]] of Donkey Kong Country was intended to be in included.
*In all versions of the game, a [[Masterpiece]] of Donkey Kong Country was intended to be in included.
*In the American and PAL versions, Masterpieces featuring ''Fire Emblem: Mystery of the Emblem'' and ''{{b|EarthBound|game}}'' are believed to have been planned to be included, as their data is found on the disc. Another theory, however, is that the games were simply leftover data from importing the data of the Japanese version. ''EarthBound'' was later a masterpiece in all versions of {{forwiiu}}.
*In the American and PAL versions, Masterpieces featuring ''Fire Emblem: Mystery of the Emblem'' and ''{{b|EarthBound|game}}'' are believed to have been planned to be included, as their data is found on the disc. Another theory, however, is that the games were simply leftover data from importing the data of the Japanese version. ''EarthBound'' was later a masterpiece in {{forwiiu}}.


==Sounds==
==Sounds==
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**Oddly, the voice clip sounds unusually choppy for unknown reasons. It is most likely this is the result of data corruption or possibly different parts of Lucario's voice clips combined and as such why the voice line isn't included.
**Oddly, the voice clip sounds unusually choppy for unknown reasons. It is most likely this is the result of data corruption or possibly different parts of Lucario's voice clips combined and as such why the voice line isn't included.
*The Announcer has two unused narrations for "Fighting Alloy Team" and "Stage Clear". They were removed in the PAL regions.
*The Announcer has two unused narrations for "Fighting Alloy Team" and "Stage Clear". They were removed in the PAL regions.
*More sounds like one of Mario's grunts, Pikachu screaming, and one of Zelda's grunts are in the [[Sound Test]]. Others like Pit saying "Here we go!" and Snake saying "There!" are in the game's files, but missing in the Sound Test.
*More sounds like one of Mario's grunts, Pikachu screaming, and one of Zelda's grunts are in the [[Sound Test]]. Others like Pit saying "Here we go!" and Snake saying "There!", are in the games files, but missing in the Sound Test.
**Some of these sounds are later used in subsequent games; {{SSB4|Meta Knight}} in ''[[Super Smash Bros. 4]]'' uses one of his unused yells for his down smash, and {{SSBU|Snake}} in ''[[Super Smash Bros. Ultimate]]'' may say "There!" when detonating the [[C4]].
**Some of these sounds are later used in subsequent games; {{SSB4|Meta Knight}} in ''[[Super Smash Bros. 4]]'' uses one of his unused yells for his down smash, and {{SSBU|Snake}} in ''[[Super Smash Bros. Ultimate]]'' may say "There!" when detonating the [[C4]].


==Music==
==Music==
Many unused tracks exist on ''Brawl''{{'}}s disc. The reason for their removal is unknown, though some common beliefs are due to copyright issues, limited space, or simply personal preference by the developers.
Many unused tracks exist on ''Brawl's'' disc. The reason for their removal is unknown, though some common beliefs are due to copyright issues, limited space, or simply personal preference by the developers.


All tracks in this list point to a dummy stream file that produces no sound when played back; similar to the unused character files, this leaves only the index name to determine what the music track was intended to be. However, the more equivocal names make it more difficult to determine the specific cut tracks.
All tracks in this list point to a dummy stream file that produces no sound when played back; similar to the unused character files, this leaves only the index name to determine what the music track was intended to be. However, the more equivocal names make it more difficult to determine the specific cut tracks.
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|snd_bgm_N04_RADIOTAISO
|snd_bgm_N04_RADIOTAISO
|''Animal Crossing''
|''Animal Crossing''
|The Japanese "Radio Taisō" translates to "Radio Exercises", a track from ''{{iw|nookipedia|Animal Crossing|GCN}}''.
|The Japanese "Radio Taisō" translates to "Radio Exercises," a track from ''{{iw|nookipedia|Animal Crossing|GCN}}''.
|-
|-
|snd_bgm_Q03_SPORTSMEDLEY
|snd_bgm_Q03_SPORTSMEDLEY
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|snd_bgm_W22_DX55
|snd_bgm_W22_DX55
|''Super Smash Bros.''
|''Super Smash Bros.''
|A removed track from ''Super Smash Bros. Melee'' -- the 55 may suggest that it was a rip of the ''Melee'' version of "Menu 2", track #55 in that game's Sound Test. Another hypothesis is that it was to be one of the other tracks from ''Melee'' to not be present in ''Brawl'', such as "Fourside" or "Yoshi's Story".
|A removed track from ''Super Smash Bros. Melee'' -- the 55 may suggest that it was a rip of the ''Melee'' version of "Menu 2," track #55 in that game's Sound Test. Another hypothesis is that it was to be one of the other tracks from ''Melee'' to not be present in ''Brawl'', such as "Fourside" or "Yoshi's Story".
|-
|-
|snd_bgm_W32_DX81
|snd_bgm_W32_DX81
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|}
|}


Along with the above music files, unused song files intended for use in The Subspace Emissary were found. Their intended purpose remains unknown, though it can be speculated to either have been background music (as few tracks exist exclusively to The Subspace Emissary) or as fanfares:
Along with the above music files, unused song files intended for use in the Subspace Emissary were found. Their intended purpose remains unknown, though it can be speculated to either have been background music (as few tracks exist exclusively to the Subspace Emissary) or as fanfares:


*snd_bgm_Y06_ADV06
*snd_bgm_Y06_ADV06
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==Victory Themes==
==Victory Themes==
Among the unused music files are various [[victory theme]]s that are specifically attributed to one character, suggesting that characters were supposed to have their own victory theme independent of their series. However, they are completely empty. In the final product, only {{SSBB|Meta Knight}} has a different fanfare than other characters of [[Kirby (universe)|his universe]]; ''Super Smash Bros. 4'' would eventually add alternative fanfares to more characters like {{SSB4|Dark Pit}}, Bowser (in addition to {{SSB4|Bowser Jr.}}) and {{SSB4|Rosalina & Luma}}. ''Ultimate'' adds additional victory themes for {{SSBU|Corrin}}, all ''Fire Emblem Awakening'' characters, {{SSBU|Byleth}}, all ''Metroid'' villains, {{SSBU|Sephiroth}}, and {{SSBU|Pyra}}/{{SSBU|Mythra}}; {{SSBU|Piranha Plant}} also gains Bowser and Bowser Jr.'s victory theme.
Among the unused music files are various [[victory theme]]s that are specifically attributed to one character, suggesting that characters were supposed to have their own victory theme independent of their series. However, they are completely empty. In the final product, only {{SSBB|Meta Knight}} has a different fanfare than other characters of [[Kirby (universe)|his universe]]; ''Super Smash Bros. 4'' would eventually add alternative fanfares to more characters like {{SSB4|Dark Pit}}, Bowser (in addition to {{SSB4|Bowser Jr.}}) and {{SSB4|Rosalina & Luma}}. ''Ultimate'' adds additional victory themes for {{SSBU|Corrin}}, all ''Fire Emblem Awakening'' characters, {{SSBU|Byleth}}, all ''Metroid'' villians, {{SSBU|Sephiroth}}, and {{SSBU|Pyra}}/{{SSBU|Mythra}}; {{SSBU|Piranha Plant}} also gains Bowser and Bowser Jr.'s victory theme.


Of note is that two of these unused fanfares, snd_bgm_Z38_FMYU2 and snd_bgm_Z39_FROY, refer to two unused character files in the game, those characters being Mewtwo and Roy respectively. Strangely, {{SSBB|Wolf}} is missing an unused fanfare despite being from a returning series, likely due to his [http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/ late inclusion].
Of note is that two of these unused fanfares, snd_bgm_Z38_FMYU2 and snd_bgm_Z39_FROY, refer to two unused character files in the game, those characters being Mewtwo and Roy respectively. Strangely, {{SSBB|Wolf}} is missing an unused fanfare despite being from a returning series, likely due to his [http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/ late inclusion].
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==Trophies==
==Trophies==
Some characters have unused trophies with "R2" in the filename, showing them in various poses (most in possible gameplay poses, some not). It is possible that these were intended to be a third trophy for each character, similar to how every character in ''Melee'' has three trophies, and the concept was scrapped for an unknown reason. Some trophies are carried over from ''Melee''. Most of them don't have the white part of the eyes. Out of all of the R2 trophies, only 15 can be hacked by replacing the R1 trophies to the game. For unknown reasons, Pikachu freezes the game if viewed. A version of LuigiR2 is used in cutscenes for the Subspace Emissary (albeit with his hat on), instead of his regular trophy.
Some characters have unused trophies with "R2" in the filename, showing them in various poses (most in possible gameplay poses, some not). It is possible that these were intended to be a third trophy for each character, similar to how every character in ''Melee'' has three trophies, and the concept was scrapped for an unknown reason. Some trophies are carried over from ''Melee''. Most of them don't have the white part of the eyes. Out of all of the R2 trophies, Only 15 can be hacked by replacing the R1 trophies to the game. For unknown reason, Pikachu freezes the game if viewed. A version of LuigiR2 is used in cutscenes for the Subspace Emissary (albeit with his hat on), instead of his regular trophy.
<gallery>
<gallery>
Mario Unused Trophy Brawl.png|{{SSBB|Mario}}
Mario Unused Trophy Brawl.png|{{SSBB|Mario}}
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==Scrapped enemies==
==Scrapped enemies==
The game's [https://tcrf.net/Super_Smash_Bros._Brawl#References_to_Cut_Enemies effects files] show names for enemies initially planned to appear in The Subspace Emissary:   
The game's [https://tcrf.net/Super_Smash_Bros._Brawl#References_to_Cut_Enemies effects files] show names for enemies initially planned to appear in the Subspace Emissary:   
*ef_arrians
*ef_arrians
*ef_[[Blade Knight|bladeknight]]
*ef_[[Blade Knight|bladeknight]]

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