Super Smash Bros. Brawl

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The following are '''[[beta elements]]''' found in ''[[Super Smash Bros. Brawl]]''.


===Beta gameplay===
{{incomplete|Tons of missing details from The Cutting Room Floor could be ported and categorised here. https://tcrf.net/Super_Smash_Bros._Brawl}}
Some of the [[series symbol]]s were initially the same as in the previous two games, but they were revised as time went on; the Mario series mushroom icon was refined and given spots, the Poké Ball icon has the top half colored in to properly represent how it is usually red, the Screw Attack icon was given more bends and another outline, and the Yoshi egg's angle was changed, with a slightly different arrangement of spots.


Multiple attacks were also changed between the game's development and release. [[Kirby (SSBB)|Kirby]]'s [[Hammer (move)|Hammer]] move is an example; when he uses hammer in mid-air  in ''SSBM'', he does a vertical spin, but in ''SSBB'', he does a horizontal spin. In the first trailer, released at E3 and included on the game disc, features him doing the former. Unused animations also exist on the disc showing Kirby walking with the hammer still out, along with an animation of him swinging the hammer; this has been taken as a sign that the hammer Kirby uses was meant to be charged.
The following is all '''[[unused content]]''' that is known to have been at least considered during development of ''[[Super Smash Bros. Brawl]]'' before being altered, rejected, cut, or abandoned prior to the final release.


In the Nintendo World 2007 trailer, when Fox appears, he has his [[Blaster]] in his hand during the whole battle despite the fact in the final release he only uses the blaster when using his standard special move; additionally, animations left in the game data show both Fox and Falco inspecting the environment before putting their blasters away.  
==Fighters==
[[Masahiro Sakurai]] himself stated that there were several more characters planned to be included in ''Brawl'', but were cut due to time constraints, though he could not divulge which characters specifically were cut<ref>[https://web.archive.org/web/20141009211720/http://www.officialnintendomagazine.co.uk/4964/sakurai-cut-characters-from-smash-bros/ OMN News: Sakurai Cut Characters From Smash Bros.]</ref>. Both leftover data in ''Brawl''{{'}}s code and interviews conducted after its release have been partial indications on the identities of these characters.


Another early element is [[Link]]'s [[Spin Attack]]. In the first and second trailers, it's 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.
===Discovered in ''Brawl''{{'}}s files===
Multiple unused character data files were found in the disc. Sometimes colloquially referred to as "The Forbidden Seven", they consist of (in the order in which they appear in the game's files):


[[Pikachu]]'s [[Quick Attack]] was also altered; in the first trailer it's shown doing 2 "bip" sounds when he gets teleported, however, in the final version the sound from the move is different, and it only makes one sound, on the first teleport.  
*"pra_mai"
 
*"[[Mewtwo#Unfinished data|mewtwo]]"
Snake, in particular, had many differences from the final product. For his grab, in some early pictures, he's shown grabbing some characters with more accuracy than in the final version. One picture shows Snake grabbing [[Ike]] from his right arm and mouth, but in the final version his grab move is shown with less accuracy, with every character being grabbed by the head. 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.
*"[[Roy#Unfinished data|roy]]"
*"[[Dr. Mario#Unfinished data|dr_mario]]"
*"toon_zelda"
*"toon_sheik"
*"[[Dixie Kong|dixie]]"


In trailers, characters were also shown to be KO'd via the colourful explosion when they crossed the upper [[blast line]]. In the final game, normal characters can only be KO'd this way in the Subspace Emissary.
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.
*"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.
*"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>).
**{{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.
**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.
*"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.


[[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.
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.


By examining the textures of certain characters, it is shown that visible battle damage was at one point planned to be in the game, as evident by such unused textures as a Meta Knight mask texture with large gashes over his helmet and a cracked visor for Captain Falcon.
The inclusion of the character files led to the formation of a [[List of rumors#Downloadable content rumor|rumor]] that was later proven false.


There also exists some unused [[Palette swap]]s for characters on the game's disc. One such unused costume was a blue-coloured Luigi, under the name FitLuigi02.pac/.pcs. Unusually, this costume has its shadow model integrated into the model itself as a polygon, rather then having it as a separate model.
===Considered===
*[[Pac-Man]] was reportedly requested by [[Shigeru Miyamoto]] to be the third third-party character in ''Brawl'', but Masahiro Sakurai, thinking of Pac-Man's iconic "pizza-shaped" design, denied the request as it seemed far-fetched.<ref>https://mynintendonews.com/2014/07/03/miyamoto-requested-pac-man-in-smash-bros-brawl/</ref>
*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>.
*[[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.
*[[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}}.
*[[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>
*[[Krystal]] from ''Star Fox'' was considered as a playable character, but she was ultimately rejected due to development time concerns, as little of the pre-existing knowledge involving Fox and Falco's models could be applied to her new, theoretical model. [[Wolf]] was ultimately included over Krystal, as his own model could rely more on Fox and Falco's models.<ref>http://sourcegaming.info/2015/08/17/sakuraibrawlquestions/</ref> Krystal would eventually be included in the Assist Trophy roster in ''Ultimate'', patterned after her debut appearance in ''Star Fox Adventures''.


==Stages==
*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.
*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]].
*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>
File:Oldpit.PNG|Early artwork of Pit.
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.
File:IconBeta.png|An earlier version of the character stock icons.
BetaStadiumScreen.jpg|Notice how the jumbotron behind Pokémon Stadium 2 is blank, while this never happens during normal gameplay in the final version.
File:kirbyspecialbeta.png|Kirby using his forward special from Melee on Halberd in the E3 2006 trailer.
Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final version of the game.  
File:KirbyBrawlHammerWalkUnused.gif|Kirby walks around with the hammer...
Smash-Bros-Brawl-Unused-Colin-Animation.gif|Unused model of {{s|zeldawiki|Colin}} tied up to a spear.
File:KirbyBrawlHammerMaxUnused.gif|...and stops to swing it.
File:BetaLinkSpinAttack.png|Link's Spin Attack is considerably more slanted, and has no red effects to it.
File:BetaFoxBrawl.jpg|Fox with his Blaster in his hand, as seen in the E3 trailer.
File:BetaFoxBlaster.jpg|Early screenshot showing Fox with his Blaster in hand.
File:Betablaster.png|Fox and Falco look around before holstering their weapons.
File:SnakeBomb.png|Snake's original down-smash mine.
File:BetaSnakeGrab.jpg|Snake has a considerably different grip on Ike than in the final game.
File:BetaStarKO.png|Mario and Link are KO'd, leaving behind a colourful explosion, which doesn't occur in ordinary gameplay.
File:E for All 2007 Character Select.jpg|The E for All 2007 character select.
File:BetaMetaKnight.jpg|Meta Knight with a cracked helmet.
File:BetaCaptainFalcon.jpg|Captain Falcon with a chipped visor.
File:Bluigi.png|Luigi's unused blue palette swap.
</gallery></center>
</gallery></center>


===Beta stage design===
==Gameplay==
Screenshots of early stage design are more difficult to find for ''Brawl'' than ''Melee''.
*Some of the [[series symbol]]s were initially the same as in the previous two games, but they were revised as time went on; the ''Mario'' series mushroom icon was refined and given spots, the Poké Ball icon has the top half colored in to properly represent how it is usually red, the Screw Attack icon was given more bends and another outline, and the Yoshi egg's angle was changed, with a slightly different arrangement of spots.
 
*Characters seen in E3 2006 and Nintendo World 2007 had different game renders than the ones in the final product. Most have their poses remain identical, but with emphasis on the shading of design; meanwhile, Snake's pose is completely different and has slightly different coloration.
Similar to the early screenshots for ''Melee'', the initial Pokémon Stadium 2 had no graphics on the screen in the background.
*Multiple characters had their attacks changed between the game's development and release:
 
**{{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.  
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.
***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.
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.
**{{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|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.
*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.
*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.
*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>
*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 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.


<center><gallery>
<center><gallery>
File:NintendogBetaScreen.jpg|A scene from the 2006 trailer. Notice how Snake's box is located at a normally inaccessible part of the stage.
Oldpit.PNG|Early artwork of Pit, with more feathers and heavier shading.
File:BetaStadiumScreen.jpg|Notice how the jumbotron behind [[Pokémon Stadium 2]] is blank, while in the final that never happens during normal gameplay.
Snake's old SSBB artwork.jpg|Early artwork of Snake, with slightly different colouration.
File:Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final.  
Zero Suit Samus Beta.jpeg|Early artwork of Zero Suit Samus, with heavier shading and front lighting.
IconBeta.png|An earlier version of the characters' series symbols.
kirbyspecialbeta.png|Kirby using his side special (in the air) from ''Melee'' on Halberd in the E3 2006 trailer.
KirbyBrawlHammerWalkUnused.gif|Kirby walks around with the hammer...
KirbyBrawlHammerMaxUnused.gif|...and stops to swing it.
BetaLinkSpinAttack.png|Link's Spin Attack is considerably more slanted, and has no red effects to it.
BetaFoxBrawl.jpg|Fox with his Blaster in his hand, as seen in the Nintendo World 2007 trailer.
BetaFoxBlaster.jpg|Early screenshot showing Fox with his Blaster in hand.
Betablaster.png|Fox and Falco look around before holstering their weapons.
SnakeBomb.png|Snake's original down smash mine.
BetaSnakeGrab.jpg|Snake has a considerably different grip on Ike than in the final game.
BetaStarKO.png|Mario and Link are Blast KO'd after passing the upper blast line, which doesn't occur in ordinary gameplay.
E for All 2007 Character Select.jpg|The E for All 2007 character select.
BetaMetaKnight.jpg|Meta Knight with a cracked mask.
BetaCaptainFalcon.jpg|Captain Falcon with a chipped visor.
Bluigi.png|Luigi's unused blue palette swap (left), compared to the used one.
</gallery></center>
</gallery></center>


===Beta single player elements===
==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 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.
*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.
 
*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 [[Mario]] instead of [[Kirby]] fighting [[Petey Piranha]].
*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.
 
*An early classic mode screen appears in the ISO file as well. Unusually, it uses a sound effect from ''Melee''.
The font for enemies in the developing Subspace Emissary was slightly different and considerably more spaced out. Additionally, a early screenshot of "The Battlefield Fortress" shows a considerably less overcast and brighter sky.
*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.
 
*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]].
[http://www.youtube.com/watch?v=CIZtLTXhORo A early classic mode screen] appears in the ISO file as well. Unusually, it uses a sound effect from ''Melee''.
*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.
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.
**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.
*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>
*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>
**Interestingly, the corrupted variant of "Snake's Cardboard Box" features completely different lighting, appearing much grainier than the cutscene used in-game.


<center><gallery>
<center><gallery>
File:Subspace Army Unknown3.jpg|A less gloomy version of [[Battlefield Fortress]].
Subspace Army Unknown3.jpg|A less gloomy version of [[The Battlefield Fortress]].
File:Plain.jpg|A early image from [[The Plain]] of the ''SSE''. Note that the font for the enemy name ([[Primid]], here) is different.
Plain.jpg|A early image from [[The Plain]] of the ''SSE''. Note that the font for the enemy name ([[Primid]], here) is different.
Image:PokemonTrainerJumpSSBB.gif|Unused jump animations for the Pokémon Trainer.
Beta Brawl giant battle.jpeg|A screenshot of Classic mode on the DOJO!! depicting two allies in a battle against giant Meta Knight.
PokemonTrainerJumpSSBB.gif|Unused jump animations for the Pokémon Trainer.
UnusedSSELevelBar.png|A mysterious "level" bar.
SSBBssebossmae.png|bossmae01_2.
</gallery></center>
</gallery></center>


===Scrapped characters===
==Names==
Multiple unused character data files were found in the disc. Sometimes colloquially referred to as "The Forbidden Seven", they consist of:
*[[Wario Bike]], [[Drill Rush]], [[Summit]], [[Halberd]], [[Rainbow Cruise]], and "[[Flower Blooms in the Echoes]]" were originally called Wario Chopper, Triple Dash, The Summit, Battleship Halberd, Rainbow Ride, and, "Flowers Bloom on the Notes" respectively. It is unknown why the names were changed, although Rainbow Ride was likely changed because it was a ''Melee'' stage that had been misnamed "Rainbow Cruise" in that game (although it remains "Rainbow Ride" in the PAL regions, again because it was called "Rainbow Ride" on the PAL version of ''Melee'').
*[[Dixie Kong|"dixie"]]
*The description for the My Music options originally said, "Adjust how often a song will appear on this stage." It has since been revised in a general tone to say, "Adjust how often songs appear on stages." Along with this, one piece of music that was planned for the Delfino Plaza stage was later moved to Luigi's Mansion, that track being {{SSBBMusicLink|Super Mario Bros.|Castle / Boss Fortress (Super Mario World / SMB 3)}}.
*[[Dr. Mario#Hacking|"dr_mario"]]
*One minor change was made to the [[Friend roster]] before release. In a pre-release version of ''Brawl'', the friend roster would display friends as "on-line" and "off-line", but in the final release, the hyphen was removed. This meant that the friend roster would instead display friends as "online" and "offline".
*[[Mewtwo#Hacked data|"mewtwo"]]
*"roy"
*"Pra_Mai"
*"toon_sheik"
*"toon_zelda"
 
The characters are believed to have been meant for inclusion, but were later scrapped. In the case of Dr. Mario, Roy and Mewtwo, it's also believed that the data could have been imported from ''Melee'', though both Roy and Mewtwo have [[Music (SSBB)#Removed tracks|unused fanfares]] in ''Brawl''. Dixie Kong is another character from the Donkey Kong series, and Toon Zelda was to be based on a cel-shaded Zelda from The Wind Waker, similar to [[Toon Link]]; as a cel-shaded version of Sheik has never appeared in the Zelda series, it is unknown how she was to be implemented. The identity of "Pra_Mai" is unknown; two common theories state that Pra_Mai is the data for the Random Box on the character select screen, as its name in Japanese loosely translates to "Every Player", or that the data is for the Pokémon characters Plusle and Minun, as their Japanese names are '''Pra'''sule and '''Mai'''nun. Roy's identity has also been debated; while frequently speculated to be the ''Fire Emblem'' character, others claim that the character could represent another character named Roy, such as [[Roy Campbell]] or [[supermariowiki:Roy Koopa|Roy the Koopaling]].
 
The inclusion of the character files led to the [[List of rumors#Downloadable content rumor|formation of a rumor]] that was later proven false.
 
Data for an unused [[Ridley]] assist trophy also exists; it is believed to have been scrapped in favour of a boss version of Ridley. [http://www.destructoid.com/elephant/photo-m.phtml?post_key=68272&photo_key=29687]
 
===Beta names===
[[Wario Bike]], [[Drill Rush]], [[Summit]], [[Halberd]], Rainbow Cruise, and "[[Flower Blooms in the Echoes]]" were originally called Wario Chopper, Triple Dash, The Summit, Battleship Halberd, Rainbow Ride, and, "Flowers Bloom on the Notes" respectively. It's unknown why they changed these names, although they likely changed Rainbow Ride because it was a ''Melee'' stage that had been misnamed "Rainbow Cruise" in that game (although it remains "Rainbow Ride" in the PAL regions, again because it was called "Rainbow Ride" on the PAL version of ''Melee'').
 
Also, the description for the My Music options originally said, "Adjust how often a song will appear on this stage." It has since been revised in a general tone to say, "Adjust how often songs appear on stages." Along with this, one piece of music that was planned for the Delfino Plaza stage was later moved to Luigi's Mansion, that track being {{SSBBMusicLink|Super Mario Bros.|Castle / Boss Fortress (Super Mario World / SMB 3)}}
 
Finally, one minor change was made to the [[Friend roster]] before release. In a pre-release version of ''Brawl'', the friend roster would display friends as "on-line" and "off-line", but in the final release, the hyphen was removed. This meant that the friend roster would instead display friends as "online" and "offline".


<center><gallery>
<center><gallery>
File:Mymusic.jpg|An early version of [[Delfino Plaza]]'s [[My Music]] with a track later moved to [[Luigi's Mansion]].
Mymusic.jpg|An early version of [[Delfino Plaza]]'s [[My Music]] with a track later moved to [[Luigi's Mansion]].
File:Sticker.jpg|An early version of the [[sticker]] album.
Sticker.jpg|An early version of the [[sticker]] album.
File:FR.jpg|An early version of the [[Friend roster]].
File:FR.jpg|An early version of the [[Friend roster]].
</gallery></center>
</gallery></center>


===Scrapped Masterpieces===
==Masterpieces==
In all versions of the game, a [[Masterpiece]] of Donkey Kong Country was to be included. It is believed the game was not included due to rights issues; Donkey Kong Country was initially made by Rareware.
*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: Monsho no Nazo'' and ''EarthBound'' 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.
==Sounds==
*Sound effects from the ''Melee'' version of Link's special moves can be found in the game's data, possibly as a placeholder until new sound effects were made.
*Unused sound effects can be found in Mr. Game & Watch's sound folder. These sound effects are distinctly different than Mr. Game & Watch's usual sound effects, as they aren't comprised of bleeps but rather unusual noises.
*Multiple characters have unused victory quotes that can be found in the game files, such as Captain Falcon saying "Yes!" in a more calm manner, Meta Knight saying "Now, my power is without rival.", Pikachu shouting "Pikapi!", and Sheik doing a victory cry.
*Ike has two unused voice lines for his Counter where he says "Gotcha!" (can still be heard in his [[Sound Test]]) and "You're through!" upon activation. In the final game, Ike only says "You're open!" when his counter is successful.
**Ike additionally has a voice clip of saying "Take this!".
*Lucario saying "The Aura is stored." can be found in the game files. The quote is grouped next to the quote where Lucario says "Watch the power of the Aura!", implying it was going to be another voice clip for [[Aura Storm]].
**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.
*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.
**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]].


===Scrapped music===
==Music==
Within Brawl's game data, many unused and empty music files have been found on the disc. The reason that they were removed is unknown, though speculation has it that some tracks removed 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 track files in this list are empty in the disk; as hackers are unable to play the songs, the identity of each individual file can only be guessed based on its filename. In some cases, this can lead to ambiguity on what the song is.
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.


{| class="wikitable"
It should be noted that the songs in this section, as all the songs used in the final product, follow a chronological trend.
 
{| class="wikitable" width=100%
|-
|-
! File Title in ''Brawl''’s code
! File Title in ''Brawl''{{'}}s code
! Category (based on prefix)
! Category (based on prefix)
! Song Identity Theories
! Track Identity Theories
|-
|-
|snd_bgm_A11_MLRPG02
|snd_bgm_A11_MLRPG02
|''Mario''
|''Mario''
|Unknown song assumed to be from ''[[supermariowiki:Mario & Luigi: Partners in Time|Mario & Luigi: Partners in Time]]''.
|Unknown track assumed to be from ''{{s|mariowiki|Mario & Luigi: Partners in Time}}'' (titled ''Mario & Luigi RPG 2×2'' in Japanese).
|-
|-
|snd_bgm_A12_MORINOKINOKO
|snd_bgm_A12_MORINOKINOKO<ref>The title is also similar to "Beware the Forest's Mushrooms", a piece of music from the Square-developed game ''{{s|mariowiki|Super Mario RPG: Legend of the Seven Stars}}''. However, since Nintendo and Square Enix did not collaborate making this game, as well as due to the track's placement, it's unlikely to be this track.</ref>
|''Mario''
|''Mario''
|Japanese translates to "Mushroom Forest"; 'Due to its position in the list, which follows a general chronological trend, it is likely this track was the theme for Toadwood Forest, also from Partners in Time. It would have been yet another theme for the underground version of the Mushroomy Kingdom stage.
|Japanese translates to "Forest's Mushrooms"; its position in the music list suggests the track was the {{s|mariowiki|Toadwood Forest}} theme (also from ''Partners in Time''). The original music's dark tone suggests it would have been played in the underground variant of Mushroomy Kingdom.  
|-
|-
|snd_bgm_C06_KAZENOSAKANA
|snd_bgm_C06_KAZENOSAKANA
|''The Legend of Zelda''
|''The Legend of Zelda''
|Japanese translates to "[[zeldawiki:Ballad of the Wind Fish|Ballad of the Wind Fish]]", a notable song from ''[[zeldawiki:The Legend of Zelda: Link's Awakening|The Legend of Zelda: Link's Awakening]]'', as well as an unrelated song from ''[[zeldawiki:The Legend of Zelda: Majora's Mask|The Legend of Zelda: Majora's Mask]]''.
|Japanese translates to "{{s|zeldawiki|Ballad of the Wind Fish}}", a notable track from ''{{s|zeldawiki|The Legend of Zelda: Link's Awakening}}'', as well as an unrelated track from ''{{s|zeldawiki|The Legend of Zelda: Majora's Mask}}''. It is placed before "Tal Tal Heights" (also from ''Link's Awakening''), suggesting it is from the former game.
|-
|-
|snd_bgm_E04_COOKIE
|snd_bgm_E04_COCKIE<!--This is Engrish, not a profanity.-->
|''Yoshi''
|''Yoshi''
|Unknown song assumed to be from ''[[supermariowiki:Yoshi's Cookie|Yoshi's Cookie]]''.
|Unknown track assumed to be from ''{{s|mariowiki|Yoshi's Cookie}}''.
|-
|-
|snd_bgm_G06_COMMAND
|snd_bgm_G06_COMMAND
|''Star Fox''
|''Star Fox''
|Unknown song assumed to be from ''[[lylatwiki:Star Fox: Command|Star Fox: Command]]''.
|Unknown track assumed to be from ''{{s|lylatwiki|Star Fox: Command}}''.
|-
|-
|snd_bgm_J01_STAGECHANGE
|snd_bgm_J01_STAGECHANGE
|''Fire Emblem''
|''Fire Emblem''
|Stage change background sounds for Castle Siege. Others hypothesize that it may be a stage transition theme from a ''Fire Emblem'' series game, similar to "Preparing to Advance".
|Assumed to be used for the stage transitions for [[Castle Siege]]. Others assume that it may have been a stage transition theme from a ''Fire Emblem'' series game, similar to "[[Preparing to Advance]]".
|-
|-
|snd_bgm_J05_ERABARESHI
|snd_bgm_J05_ERABARESHI
|''Fire Emblem''
|''Fire Emblem''
|Hypothesized to be a shortened form of the Japanese "Erabareshimono" which translates to "Chosen Ones", a song from ''[[fireemblemwiki:Fire Emblem: Monshou no Nazo|Fire Emblem: Monshō no Nazo]]''.
|Assumed to be a shortened form of the Japanese "Erabareshimono-tachi" (選ばれし者達), which translates to "The Chosen Ones", a track from ''{{iw|fireemblemwiki|Fire Emblem: Mystery of the Emblem}}''.
|-
|-
|snd_bgm_K02_SENTOUONIISAN
|snd_bgm_K02_SENTOUONIISAN
|''Mother''
|''Mother''
|"Sentouonii-san" is the Japanese name for the [[wikibound:New Age Retro Hippie|New Age Retro Hippie]], an enemy from ''[[wikibound:EarthBound|EarthBound]]'' whose battle theme is similar to one from ''[[wikibound:Mother (video game)|Mother]]'', where a [[wikibound:The Hippie|similar enemy]] also appeared.
|"Sentouonii-san" is the Japanese name for the {{s|wikibound|New Age Retro Hippie}}, an enemy from ''{{s|wikibound|EarthBound}}'' whose battle theme is similar to one from ''{{iw|wikibound|Mother|video game}}'', where a [[wikibound:The Hippie|similar enemy]] also appeared. Likely not included due to the track's similarities to {{iw|wikipedia|Johnny B. Goode}} by {{iw|wikipedia|Chuck Berry}}.
|-
|-
|snd_bgm_K03_EIGHTMELODIES
|snd_bgm_K03_EIGHTMELODIES
|''Mother''
|''Mother''
|"[[wikibound:Eight Melodies|Eight Melodies]]", a term describing two different songs: one from ''Mother'' and one from ''EarthBound''.
|"{{s|wikibound|Eight Melodies}}", a term describing two different tracks: one from ''Mother'' and one from ''EarthBound''.
|-
|-
|snd_bgm_K04_SMILEANDTEARS
|snd_bgm_K04_SMILEANDTEARS
|''Mother''
|''Mother''
|"[[wikibound:Smiles and Tears|Smiles and Tears]]", the ending song from ''EarthBound'', which is based on the game's "Eight Melodies".
|"{{s|wikibound|Smiles and Tears}}", the ending theme from ''EarthBound'', which is based on the game's "Eight Melodies". This song would later be remixed for ''[[Music (SSB4)|Super Smash Bros. 4]]''.
|-
|-
|snd_bgm_K06_BECAUSE
|snd_bgm_K06_BECAUSE
|''Mother''
|''Mother''
|Hypothesized to be "Because I Love You", a song from ''EarthBound''.
|Assumed to be "Because I Love You", a track from ''EarthBound''. Notably, this song is the basis of "Fourside" from ''Melee'', which is absent from this game.
|-
|-
|snd_bgm_M14_WARIOSTAGE
|snd_bgm_M14_WARIOSTAGE
|''Wario''
|''Wario''
|Song of unclear origin in the Wario universe.
|Track of unclear origin in the ''Wario'' universe. It is placed between two of [[WarioWare, Inc.]]'s microgame themes.
|-
|-
|snd_bgm_N04_RADIOTAISO
|snd_bgm_N04_RADIOTAISO
|''Animal Crossing''
|''Animal Crossing''
|The Japanese "Radio Taisou" translates to "Radio Exercises," a song from ''[[nookipedia:Animal Crossing (GCN)|Animal Crossing]]''.
|The Japanese "Radio Taisō" translates to "Radio Exercises", a track from ''{{iw|nookipedia|Animal Crossing|GCN}}''.
|-
|-
|snd_bgm_Q03_SPORTSMEDLEY
|snd_bgm_Q03_SPORTSMEDLEY
|Miscellaneous songs
|NES/GameBoy tracks
|Likely a medley of songs from the generic sports titles on the NES, such as ''Soccer''.
|Assumed to be a medley of tracks from the generic sports titles on the NES, such as ''{{iw|wikipedia|Soccer|1985 video game}}''.
|-
|-
|snd_bgm_R01_WILDTRACKS
|snd_bgm_R01_WILDTRACKS
|Miscellaneous songs
|Miscellaneous tracks
|Japanese name for the game ''Stunt Race FX'', so it is hypothesized to be a song from that game.
|Japanese name for the game ''Stunt Race FX''; assumed to be a track from that game.
|-
|-
|snd_bgm_S01_MAINTHEME
|snd_bgm_S01_MAINTHEME
|''Metal Gear''
|''Metal Gear''
|Likely the Main Theme of a ''Metal Gear Solid'' game (as it is in the category with other Metal Gear universe songs).
|Assumed to be the main theme of a ''Metal Gear'' game; as it is placed before "Encounter" from ''Metal Gear Solid'', it is most likely the main theme of that game. Likely not included due to plagiarism accusations related to the theme, which also caused it to be removed from ''Metal Gear Solid: Portable Ops'' and ''Metal Gear Solid 4: Guns of the Patriots''.<ref>https://www.gamasutra.com/php-bin/news_index.php?story=21513</ref>
|-
|-
|snd_bgm_S09_BEATMANIA
|snd_bgm_S09_BEATMANIA
|''Metal Gear''
|''Metal Gear''
|Hypothesized to be Metal Gear universe music from ''Beatmania''.
|Assumed to be [https://remywiki.com/METAL_GEAR_SOLID_Main_Theme the remix] of the ''Metal Gear Solid'' main theme from ''{{s|wikipedia|Beatmania}}''. Likely not included for the same reason as the above track.
|-
|-
|snd_bgm_T04_HOWTOPLAY
|snd_bgm_T04_HOWTOPLAY
|''Super Smash Bros.''
|''Super Smash Bros.''
|May have been a duplicate file of the "How to Play" music.
|Assumed to be a duplicate file of the "How to Play" music.
|-
|-
|snd_bgm_U05_UCANDO
|snd_bgm_U05_UCANDO
|''Sonic the Hedgehog''
|''Sonic the Hedgehog''
|Likely a truncated form of the title "You Can Do Anything", a song from non-American releases of ''Sonic CD''.
|Assumed to be "Sonic - You Can Do Anything", a track from non-North American releases of ''Sonic CD'' (which used "Sonic Boom" instead). Likely not included due to copyright issues regarding the lyrics, which caused the 2011 version of ''Sonic CD'' to replace the song with an instrumental cover.<ref>https://www.sonicstadium.org/2011/11/vocals-dropped-for-sonic-cd-ports-soundtrack/</ref>
|-
|-
|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," song #55 in that game's Sound Test. Others hypothesize it to be one of the other songs 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
|''Super Smash Bros.''
|Assumed to be another removed track from ''Melee''. It is unclear what the track was specifically meant to be, as ''Melee''{{'}}s sound test only has 80 tracks.
|-
|-
|snd_bgm_X12_SIMPLEINTRO
|snd_bgm_X12_SIMPLEINTRO
|''Super Smash Bros.''
|''Super Smash Bros.''
|Classic Mode Introduction
|Assumed to be used in the intros for {{SSBB|Classic Mode}}.
|-
|-
|snd_bgm_X14_ENDING
|snd_bgm_X14_ENDING
|''Super Smash Bros.''
|''Super Smash Bros.''
|Classic Mode Ending
|Assumed to be used in the endings for Classic Mode.
|-
|-
|snd_bgm_X24_HOW2PLAY
|snd_bgm_X24_HOW2PLAY
|''Super Smash Bros.''
|''Super Smash Bros.''
|How to Play
|Assumed to be another track for the How to Play video.
|}
|}


Along with the above music files, the following unused songs were also found in the data, intended for use in the Subspace Emissary:
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
Line 230: Line 278:
*snd_bgm_Y30_ADV30
*snd_bgm_Y30_ADV30


It is unknown if they were meant to be used as background music, or as fanfares.


===Scrapped trophies===
Additionally, [https://youtube.com/watch?v=rSNhawKH8pw this trailer] features a unique remix of the main theme, not found in the game files, that is seemingly a modified amalgamation of ''{{SSBBMusicLink|Super Smash Bros. Brawl|Menu 1}}'' and the [[Super Smash Bros. Brawl Main Theme|opening theme]].
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.
<gallery>
File:Mario Unused Trophy Brawl.png|{{SSBB|Mario}}
File:Luigi Unused Trophy Brawl.png|{{SSBB|Luigi}}
File:Donkey Kong Unused Trophy Brawl.png|{{SSBB|Donkey Kong}}
File:Diddy Kong Unused Trophy Brawl.png|{{SSBB|Diddy Kong}}
File:Zelda Unused Trophy Brawl.png|{{SSBB|Zelda}}
File:Sheik Unused Trophy Brawl.png|{{SSBB|Sheik}}
File:Zero Suit Samus Unused Trophy Brawl.png|{{SSBB|Zero Suit Samus}}
File:King Dedede Unused Trophy Brawl.png|{{SSBB|King Dedede}}
File:Falco Unused Trophy Brawl.png|{{SSBB|Falco}}
File:Pikachu Unused Trophy Brawl.png|{{SSBB|Pikachu}}
File:Jigglypuff Unused Trophy Brawl.png|{{SSBB|Jigglypuff}}
File:Pokemon Trainer Unused Trophy Brawl.png|{{SSBB|Pokemon Trainer}}
File:Lucario Unused Trophy Brawl.png|{{SSBB|Lucario}}
File:Captain Falcon Unused Trophy Brawl.png|{{SSBB|Captain Falcon}}
File:Pit Unused Trophy Brawl.png|{{SSBB|Pit}}
File:Snake Unused Trophy Brawl.png|{{SSBB|Snake}}
File:Donkey Kong Unused Trophy 2 Brawl.png|{{SSBB|Donkey Kong}}
File:Diddy Kong Unused Trophy 2 Brawl.png|{{SSBB|Diddy Kong}}
File:Donkey Kong Jr. Unused Trophy Brawl.png|Donkey Kong Jr.
File:Dread Kong Unused Trophy Brawl.png|''Dread Kong'', an enemy from ''DK Jungle Beat''.
File:Party Monkey Unused Trophy Brawl.png|A party monkey from ''DK Jungle Beat''.
File:Samurai Goroh UnusedTrophy Brawl.png|Samurai Goroh
</gallery>


===Scrapped victory themes===
===Notes===
Among the unused music files are various [[Fanfare|victory themes]] that are specifically attributed to one character, leading some to believe that most characters were to have an original flourish. In the final product, only {{SSBB|Meta Knight}} has a different fanfare than other characters of [[Kirby (universe)|his universe]].
<references/>


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.
==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.


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].
The files are as follows:
The files are as follows:
*snd_bgm_Z09_FLUIGI
*snd_bgm_Z09_FLUIGI
Line 284: Line 308:
*snd_bgm_Z41_FTOONLINK
*snd_bgm_Z41_FTOONLINK


Along with this, there are two other unused fanfares,  
Along with this, there are two other unused fanfares, snd_bgm_Z52_JCLEAR1 and snd_bgm_Z53_JCLEAR2. Their intended use is unknown, though it is believed they could have been used as stage clear themes.
snd_bgm_Z52_JCLEAR1 and snd_bgm_Z53_JCLEAR2; their intended use is unknown.
 
==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''. 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.
<gallery>
Mario Unused Trophy Brawl.png|{{SSBB|Mario}}
Luigi Unused Trophy Brawl.png|{{SSBB|Luigi}}
Donkey Kong Unused Trophy Brawl.png|{{SSBB|Donkey Kong}}
Diddy Kong Unused Trophy Brawl.png|{{SSBB|Diddy Kong}}
Zelda Unused Trophy Brawl.png|{{SSBB|Zelda}}
Sheik Unused Trophy Brawl.png|{{SSBB|Sheik}}
Zero Suit Samus Unused Trophy Brawl.png|{{SSBB|Zero Suit Samus}}
King Dedede Unused Trophy Brawl.png|{{SSBB|King Dedede}}
Falco Unused Trophy Brawl.png|{{SSBB|Falco}}
Pikachu Unused Trophy Brawl.png|{{SSBB|Pikachu}}
Jigglypuff Unused Trophy Brawl.png|{{SSBB|Jigglypuff}}
Pokemon Trainer Unused Trophy Brawl.png|{{SSBB|Pokémon Trainer}}
Lucario Unused Trophy Brawl.png|{{SSBB|Lucario}}
Captain Falcon Unused Trophy Brawl.png|{{SSBB|Captain Falcon}}
Pit Unused Trophy Brawl.png|{{SSBB|Pit}}
Snake Unused Trophy Brawl.png|{{SSBB|Snake}}
Donkey Kong Unused Trophy 2 Brawl.png|{{SSBB|Donkey Kong}}
Diddy Kong Unused Trophy 2 Brawl.png|{{SSBB|Diddy Kong}}
Donkey Kong Jr. Unused Trophy Brawl.png|Donkey Kong Jr.
Dread Kong Unused Trophy Brawl.png|{{iw|mariowiki|Dread Kong}}, a boss from ''DK Jungle Beat''.
Party Monkey Unused Trophy Brawl.png|A {{iw|mariowiki|Helper Monkey}} from ''DK Jungle Beat''.
Samurai Goroh Unused Trophy Brawl.png|Samurai Goroh
</gallery>


===Scrapped enemies===
==Scrapped enemies==
Amongst text data for enemy names, a few unused names exist, implying enemies that were cut. These names are:
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_[[Blade Knight|bladeknight]]
*ef_blossa
*ef_blowm
*ef_[[bonkers]]
*ef_[[Bronto Burt|brontoburt]]
*ef_bubot
*ef_byushi
*ef_dyeburn
*ef_gunnatter
*ef_[[Dry Bones|karon]]
*ef_kyan
*ef_[[Buzzy Beetle|met]]
*ef_[[Mizzo|mizuo]]
*ef_ploum
*ef_torista
*ef_[[Waddle Dee|waddledee]]
*ef_[[Waddle Doo|waddledoo]]
*ef_whauel
*ef_wiiems
 
Only seven of those enemies were dubbed in the English version. Those are:
*Aliian
*Allians
*Blowm
*Bublit
*Mechaboom
*Melorin
*Melorin
*Mechaboom
*Bublit
*Blowm
*Plowm
*Plowm
*Aliians
 
*Aliian
"Allian" could have been either entirely unique alien-like creatures, or an early name for the Primids.
[[Mizzo]] is also included in this list.
 
'''Notes''':
*Five of the known cut enemies come from the ''Kirby'' series.
**The textures for Waddle Dee and Waddle Doo fall in line with the naming convention for enemy data, further suggesting this. As {{SSBB|King Dedede}} can summon both of them, and they function identically as in the ''Kirby'' series, it is effectively possible their data became incorporated into his moveset during development.
*Two of the known cut enemies come from the ''Mario'' series; Karon and Met are the Japanese names of {{s|mariowiki|Dry Bones}} and {{s|mariowiki|Buzzy Beetle}}, respectively.
*Mizzo, Waddle Dee and Waddle Doo are the only cut enemies that appear in ''Brawl'' through other means (excluding Dry Bones, who appears as a trophy).


==See also==
==See also==
*[[Beta elements]]
*[[Unused content]]
*[[Beta elements (SSB)]]
*[[Unused content (SSB)]]
*[[Beta elements (SSBM)]]
*[[Unused content (SSBM)]]
*[[Unused content (SSB4)]]
*[[Unused content (SSBU)]]


[[Category:Beta elements]]
==References==
[[Category:Hacking]]
{{reflist}}


==References==
<references/>
[[Category:Hacking]]
[[Category:Hacking]]
[[Category:Beta elements]]
[[Category:Beta elements]]
[[es:Lista de elementos beta de Super Smash Bros. Brawl]]

Latest revision as of 14:30, November 22, 2024


An icon for denoting incomplete things.

The following is all unused content that is known to have been at least considered during development of Super Smash Bros. Brawl before being altered, rejected, cut, or abandoned prior to the final release.

Fighters[edit]

Masahiro Sakurai himself stated that there were several more characters planned to be included in Brawl, but were cut due to time constraints, though he could not divulge which characters specifically were cut[1]. Both leftover data in Brawl's code and interviews conducted after its release have been partial indications on the identities of these characters.

Discovered in Brawl's files[edit]

Multiple unused character data files were found in the disc. Sometimes colloquially referred to as "The Forbidden Seven", they consist of (in the order in which they appear in the game's files):

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 Plusle and Minun, as their Japanese names are pronounced as Purasuru and Mainan and 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, 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 Miis.
  • "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 unused fanfare, a graphics effect file (ef_mewtwo.pac), 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 (ef_roy.pac) 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 (ef_dr_mario.pac).
    • Mewtwo and Roy later made a reappearance in Super Smash Bros. 4 as downloadable characters, while 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 debug version of Mario. Along with the fact that Dr. Mario's moveset is cloned 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 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 "Toon Zelda" would be first used officially years later in 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 Diddy Kong, so the two could be tagged out for each other in the midst of battle, similar to how they played in 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.[2] 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.

The inclusion of the character files led to the formation of a rumor that was later proven false.

Considered[edit]

  • Pac-Man was reportedly requested by Shigeru Miyamoto to be the third third-party character in Brawl, but Masahiro Sakurai, thinking of Pac-Man's iconic "pizza-shaped" design, denied the request as it seemed far-fetched.[3]
  • 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".[4] Villager and 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[5].
  • Miis 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.[6][7] Miis later became playable in Smash 4, as part of three different potential fighting styles, although they could not be used online. They reappear in Super Smash Bros. Ultimate, which 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.[8] While he has not appeared in the series proper, he is given representation as a Mii Gunner outfit released as part of Wave 5 of the 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 Pokémon Trainer's team, but it was ultimately replaced by 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[9].
  • When 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. [10]
  • Krystal from Star Fox was considered as a playable character, but she was ultimately rejected due to development time concerns, as little of the pre-existing knowledge involving Fox and Falco's models could be applied to her new, theoretical model. Wolf was ultimately included over Krystal, as his own model could rely more on Fox and Falco's models.[11] Krystal would eventually be included in the Assist Trophy roster in Ultimate, patterned after her debut appearance in Star Fox Adventures.

Stages[edit]

  • 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.
  • 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 forms, where it was similarly shown unannounced at E3.
  • In Bridge of Eldin's files, a model of 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.[12]

Gameplay[edit]

  • Some of the series symbols were initially the same as in the previous two games, but they were revised as time went on; the Mario series mushroom icon was refined and given spots, the Poké Ball icon has the top half colored in to properly represent how it is usually red, the Screw Attack icon was given more bends and another outline, and the Yoshi egg's angle was changed, with a slightly different arrangement of spots.
  • Characters seen in E3 2006 and Nintendo World 2007 had different game renders than the ones in the final product. Most have their poses remain identical, but with emphasis on the shading of design; meanwhile, Snake's pose is completely different and has slightly different coloration.
  • Multiple characters had their attacks changed between the game's development and release:
    • Kirby, in the E3 2006 trailer, is showing attacking in midair with his Hammer 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.
    • 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, 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.
    • 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.
    • 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.
    • Wolf has an 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 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.
  • 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.
  • E for All 2007 had a playable demo of Brawl available. This demo was lacking several starter characters: Kirby, Zelda/Sheik, Pokémon Trainer, Ice Climbers, King Dedede, Wario, Olimar, and Lucas are all starters in the final game, but were unavailable in the demo. The demo did, however, allow Sonic to be playable, to celebrate him being announced in October 2007.
  • The character Perry from Super Princess Peach was intended to appear as part of 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,[13] 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 characters of the Subspace Emissary (however, the glow around them makes it barely noticeable). This would later be incorporated starting in SSB4, as seen with Little Mac receiving bruises at high damage in Super Smash Bros. for Wii U and Robin with his Fire Emblem-based durability system. Olimar and King K. Rool would follow receiving battle damage at high percents and during Screen KOs, while Steve would follow Robin with his Minecraft-inspired durability system.
  • There also exists some unused palette swaps 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. [14]
  • 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 final ten seconds of the match in every battle.[citation needed] 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.

Solo[edit]

  • 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.
  • A TV spot for Brawl also shows Mario instead of 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.
  • 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 Classic Mode on the DOJO!!, a battle against a giant 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 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 Jumps 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.
  • 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.
      • 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.
  • 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. [15]
  • 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). [16]
    • Interestingly, the corrupted variant of "Snake's Cardboard Box" features completely different lighting, appearing much grainier than the cutscene used in-game.

Names[edit]

  • Wario Bike, Drill Rush, Summit, Halberd, Rainbow Cruise, and "Flower Blooms in the Echoes" were originally called Wario Chopper, Triple Dash, The Summit, Battleship Halberd, Rainbow Ride, and, "Flowers Bloom on the Notes" respectively. It is unknown why the names were changed, although Rainbow Ride was likely changed because it was a Melee stage that had been misnamed "Rainbow Cruise" in that game (although it remains "Rainbow Ride" in the PAL regions, again because it was called "Rainbow Ride" on the PAL version of Melee).
  • The description for the My Music options originally said, "Adjust how often a song will appear on this stage." It has since been revised in a general tone to say, "Adjust how often songs appear on stages." Along with this, one piece of music that was planned for the Delfino Plaza stage was later moved to Luigi's Mansion, that track being Castle / Boss Fortress (Super Mario World / SMB 3).
  • One minor change was made to the Friend roster before release. In a pre-release version of Brawl, the friend roster would display friends as "on-line" and "off-line", but in the final release, the hyphen was removed. This meant that the friend roster would instead display friends as "online" and "offline".

Masterpieces[edit]

  • 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 EarthBound 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 Super Smash Bros. for Wii U.

Sounds[edit]

  • Sound effects from the Melee version of Link's special moves can be found in the game's data, possibly as a placeholder until new sound effects were made.
  • Unused sound effects can be found in Mr. Game & Watch's sound folder. These sound effects are distinctly different than Mr. Game & Watch's usual sound effects, as they aren't comprised of bleeps but rather unusual noises.
  • Multiple characters have unused victory quotes that can be found in the game files, such as Captain Falcon saying "Yes!" in a more calm manner, Meta Knight saying "Now, my power is without rival.", Pikachu shouting "Pikapi!", and Sheik doing a victory cry.
  • Ike has two unused voice lines for his Counter where he says "Gotcha!" (can still be heard in his Sound Test) and "You're through!" upon activation. In the final game, Ike only says "You're open!" when his counter is successful.
    • Ike additionally has a voice clip of saying "Take this!".
  • Lucario saying "The Aura is stored." can be found in the game files. The quote is grouped next to the quote where Lucario says "Watch the power of the Aura!", implying it was going to be another voice clip for Aura Storm.
    • 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.
  • 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.

Music[edit]

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.

It should be noted that the songs in this section, as all the songs used in the final product, follow a chronological trend.

File Title in Brawl's code Category (based on prefix) Track Identity Theories
snd_bgm_A11_MLRPG02 Mario Unknown track assumed to be from Mario & Luigi: Partners in Time (titled Mario & Luigi RPG 2×2 in Japanese).
snd_bgm_A12_MORINOKINOKO[17] Mario Japanese translates to "Forest's Mushrooms"; its position in the music list suggests the track was the Toadwood Forest theme (also from Partners in Time). The original music's dark tone suggests it would have been played in the underground variant of Mushroomy Kingdom.
snd_bgm_C06_KAZENOSAKANA The Legend of Zelda Japanese translates to "Ballad of the Wind Fish", a notable track from The Legend of Zelda: Link's Awakening, as well as an unrelated track from The Legend of Zelda: Majora's Mask. It is placed before "Tal Tal Heights" (also from Link's Awakening), suggesting it is from the former game.
snd_bgm_E04_COCKIE Yoshi Unknown track assumed to be from Yoshi's Cookie.
snd_bgm_G06_COMMAND Star Fox Unknown track assumed to be from Star Fox: Command.
snd_bgm_J01_STAGECHANGE Fire Emblem Assumed to be used for the stage transitions for Castle Siege. Others assume that it may have been a stage transition theme from a Fire Emblem series game, similar to "Preparing to Advance".
snd_bgm_J05_ERABARESHI Fire Emblem Assumed to be a shortened form of the Japanese "Erabareshimono-tachi" (選ばれし者達), which translates to "The Chosen Ones", a track from Fire Emblem: Mystery of the Emblem.
snd_bgm_K02_SENTOUONIISAN Mother "Sentouonii-san" is the Japanese name for the New Age Retro Hippie, an enemy from EarthBound whose battle theme is similar to one from Mother, where a similar enemy also appeared. Likely not included due to the track's similarities to Johnny B. Goode by Chuck Berry.
snd_bgm_K03_EIGHTMELODIES Mother "Eight Melodies", a term describing two different tracks: one from Mother and one from EarthBound.
snd_bgm_K04_SMILEANDTEARS Mother "Smiles and Tears", the ending theme from EarthBound, which is based on the game's "Eight Melodies". This song would later be remixed for Super Smash Bros. 4.
snd_bgm_K06_BECAUSE Mother Assumed to be "Because I Love You", a track from EarthBound. Notably, this song is the basis of "Fourside" from Melee, which is absent from this game.
snd_bgm_M14_WARIOSTAGE Wario Track of unclear origin in the Wario universe. It is placed between two of WarioWare, Inc.'s microgame themes.
snd_bgm_N04_RADIOTAISO Animal Crossing The Japanese "Radio Taisō" translates to "Radio Exercises", a track from Animal Crossing.
snd_bgm_Q03_SPORTSMEDLEY NES/GameBoy tracks Assumed to be a medley of tracks from the generic sports titles on the NES, such as Soccer.
snd_bgm_R01_WILDTRACKS Miscellaneous tracks Japanese name for the game Stunt Race FX; assumed to be a track from that game.
snd_bgm_S01_MAINTHEME Metal Gear Assumed to be the main theme of a Metal Gear game; as it is placed before "Encounter" from Metal Gear Solid, it is most likely the main theme of that game. Likely not included due to plagiarism accusations related to the theme, which also caused it to be removed from Metal Gear Solid: Portable Ops and Metal Gear Solid 4: Guns of the Patriots.[18]
snd_bgm_S09_BEATMANIA Metal Gear Assumed to be the remix of the Metal Gear Solid main theme from Beatmania. Likely not included for the same reason as the above track.
snd_bgm_T04_HOWTOPLAY Super Smash Bros. Assumed to be a duplicate file of the "How to Play" music.
snd_bgm_U05_UCANDO Sonic the Hedgehog Assumed to be "Sonic - You Can Do Anything", a track from non-North American releases of Sonic CD (which used "Sonic Boom" instead). Likely not included due to copyright issues regarding the lyrics, which caused the 2011 version of Sonic CD to replace the song with an instrumental cover.[19]
snd_bgm_W22_DX55 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".
snd_bgm_W32_DX81 Super Smash Bros. Assumed to be another removed track from Melee. It is unclear what the track was specifically meant to be, as Melee's sound test only has 80 tracks.
snd_bgm_X12_SIMPLEINTRO Super Smash Bros. Assumed to be used in the intros for Classic Mode.
snd_bgm_X14_ENDING Super Smash Bros. Assumed to be used in the endings for Classic Mode.
snd_bgm_X24_HOW2PLAY Super Smash Bros. Assumed to be another track for the How to Play video.

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_Y12_ADV12
  • snd_bgm_Y18_ADV18
  • snd_bgm_Y19_ADV19
  • snd_bgm_Y20_ADV20
  • snd_bgm_Y21_ADV21
  • snd_bgm_Y22_ADV22
  • snd_bgm_Y23_ADV23
  • snd_bgm_Y24_ADV24
  • snd_bgm_Y25_ADV25
  • snd_bgm_Y26_ADV26
  • snd_bgm_Y27_ADV27
  • snd_bgm_Y28_ADV28
  • snd_bgm_Y29_ADV29
  • snd_bgm_Y30_ADV30


Additionally, this trailer features a unique remix of the main theme, not found in the game files, that is seemingly a modified amalgamation of Menu 1 and the opening theme.

Notes[edit]

Victory Themes[edit]

Among the unused music files are various victory themes 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 Meta Knight has a different fanfare than other characters of his universe; Super Smash Bros. 4 would eventually add alternative fanfares to more characters like Dark Pit, Bowser (in addition to Bowser Jr.) and Rosalina & Luma. Ultimate adds additional victory themes for Corrin, all Fire Emblem Awakening characters, Byleth, all Metroid villains, Sephiroth, and Pyra/Mythra; 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, Wolf is missing an unused fanfare despite being from a returning series, likely due to his late inclusion. The files are as follows:

  • snd_bgm_Z09_FLUIGI
  • snd_bgm_Z12_FKUOPA
  • snd_bgm_Z13_FPEACH
  • snd_bgm_Z14_FZELDA
  • snd_bgm_Z15_FSHEIK
  • snd_bgm_Z19_FFALCO
  • snd_bgm_Z20_FGANON
  • snd_bgm_Z24_FZEROSAMUS
  • snd_bgm_Z26_FLUCAS
  • snd_bgm_Z27_FDIDDY
  • snd_bgm_Z28_FPOKETRAINER
  • snd_bgm_Z32_FDEDEDE
  • snd_bgm_Z33_FLUCARIO
  • snd_bgm_Z34_FIKE
  • snd_bgm_Z37_FPURIN
  • snd_bgm_Z38_FMYU2
  • snd_bgm_Z39_FROY
  • snd_bgm_Z41_FTOONLINK

Along with this, there are two other unused fanfares, snd_bgm_Z52_JCLEAR1 and snd_bgm_Z53_JCLEAR2. Their intended use is unknown, though it is believed they could have been used as stage clear themes.

Trophies[edit]

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. 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.

Scrapped enemies[edit]

The game's effects files show names for enemies initially planned to appear in The Subspace Emissary:

Only seven of those enemies were dubbed in the English version. Those are:

  • Aliian
  • Allians
  • Blowm
  • Bublit
  • Mechaboom
  • Melorin
  • Plowm

"Allian" could have been either entirely unique alien-like creatures, or an early name for the Primids.

Notes:

  • Five of the known cut enemies come from the Kirby series.
    • The textures for Waddle Dee and Waddle Doo fall in line with the naming convention for enemy data, further suggesting this. As King Dedede can summon both of them, and they function identically as in the Kirby series, it is effectively possible their data became incorporated into his moveset during development.
  • Two of the known cut enemies come from the Mario series; Karon and Met are the Japanese names of Dry Bones and Buzzy Beetle, respectively.
  • Mizzo, Waddle Dee and Waddle Doo are the only cut enemies that appear in Brawl through other means (excluding Dry Bones, who appears as a trophy).

See also[edit]

References[edit]