Super Smash Bros. Melee

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The following are '''[[beta elements]]''' of ''[[Super Smash Bros. Melee]]''.


==Beta stage design==
{{incomplete|Tons of unused graphics and such, see The Cutting Room Floor https://tcrf.net/Super_Smash_Bros._Melee}}
The game initially only had 10 starter stages: [[Princess Peach's Castle]], {{SSBM|Kongo Jungle}}, [[Great Bay]], [[Brinstar]], [[Yoshi's Story]], [[Fountain of Dreams]], [[Corneria]], [[Pokémon Stadium]], {{SSBM|Mute City}}, and [[Onett]],<ref>{{cite web|url=http://www.youtube.com/watch?v=mVel6eQP-xg|title=Smash Bros. Melee: Onett beta music }}</ref> one for each universe of the default characters, except [[Ice Climbers]]. Stage placement was also different, with ''Brinstar'' being on the top row and ''Corneria'' being in the middle; furthermore, there were considerably more "?" boxes for secret stages.


Differences between stages are also common; [[Temple]] had an elevator on the right side of the stage that does not appear in the final game. Additionally, mysterious brown platforms appear throughout the stage; they don't appear in the final version, though they can be seen in the "Special Movie" video found in the game's [[Data]] menu. In the Great Bay, the laboratory was an actual part of the stage, and players could walk inside; in the final version, the laboratory is now a part of the background. Additionally, the platform at the right of the stage initially only had three pillars; the final versions of the game feature five pillars.
The following is all '''[[unused content]]''' that is known to have been at least considered during development of ''[[Super Smash Bros. Melee]]'' before being altered, rejected, cut, or abandoned prior to the final release.


Yoshi's Story, Yoshi's Island, and Mushroom Kingdom had different designs altogether; the first had a design where the rightmost walkable part was a plateau followed by a curved path up to another plateau, along with various blue platforms that might have been moving due to their absence in most footage; the second was larger and had more blocks, including Jump Blocks which were absent entirely in the final stage, while the third looked more similar to the Mushroom Kingdom of the previous game.  
==Fighters==
===Considered===
*A number of characters were intended to represent [[Nintendo]]'s early NES era, a role that was ultimately fulfilled by the [[Ice Climbers]]. Among the other considered characters included [[Balloon Fighter]], the player character from {{uvm|Urban Champion}}, [[Mach Rider]], [[Bubbles]] from {{uv|Clu Clu Land}}, and an ''{{uv|Excite}}bike'' [[Excitebike|racer]].<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1009/index.html</ref>
*[[Ayumi Tachibana]] from {{uvm|Famicom Detective Club}} was considered as a playable character, as confirmed by Sakurai on a {{iw|wikipedia|Niconico}} interview in 2016. She was ultimately dropped as a candidate as Sakurai felt her series, more than any other in the game, would be wildly unfamiliar to international audiences.<ref>https://www.youtube.com/watch?v=cu0ocEusrjs</ref> Entries in the series did not receive international release until 2021, and the series did not receive a new entry until 2024.
*[[Lucas]], the protagonist of the then-unreleased ''Mother 3'', was initially supposed to appear as a replacement to [[Ness]]. When ''Mother 3'' was cancelled for a Nintendo 64 release and instead moved to the Game Boy Advance for development, Ness was kept in ''Melee''. Lucas later became playable in ''Brawl'' in addition to Ness rather than replacing him.
*[[Wario]] was strongly considered for ''Melee''{{'}}s roster, and on a fan questionnaire on [[Smabura-Ken]], Sakurai stated that he would add Wario to ''Melee'' if he had more time to add just one more character.<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return512.html</ref> Sakurai also explained that he had opted to instead allocate the team's limited development time to implementing other characters such as {{SSBM|Mewtwo}} or {{SSBM|Marth}} and {{SSBM|Roy}}, and he also wanted to avoid having an excessive number of ''Mario'' characters.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return576.html]</ref> Wario later became playable starting in ''Brawl''.


Fountain of Dreams was simpler than its final appearance, with only two nonmoving platforms, similar to Pokémon Stadium's normal form.
===Requested===
*Reportedly, [[Hideo Kojima]], a close personal friend of Sakurai, asked him if [[Solid Snake]] from ''Metal Gear Solid'' could be considered as a playable character in ''Melee''. One of the reasons why Kojima asked Sakurai is because his son wanted to see Snake in ''Smash''.<ref>https://www.engadget.com/2012-03-19-thank-kojimas-son-for-getting-snake-into-smash-bros-brawl.html</ref> By the time of Kojima's request, however, ''Melee'' was too far in development for the developers to feasibly add another character.<ref>http://nsidr.com/archive/e-3-interview-super-smash-bros-brawl-miyamoto-sakurai/</ref> Snake later became playable in ''Brawl''.
*Former head of Sonic Team, Yuji Naka, {{file link|YujiNakaInterview.jpg|stated in an interview with ''EDGE'' magazine}} that he wanted [[Sonic]] to be included in ''Melee'', but it was not feasible due to time constraints and the late stage of the game's development.<ref>https://www.youtube.com/watch?v=jK1Kp679FGc&t=1899</ref> Sonic later became playable in ''Brawl'', and he also became the basis of a [[List of rumors#Sonic and Tails hoax|famous hoax]].


Onett's basic appearance was identical to the final game, but the music was different; while the identical track ("Bein' Friends" from Mother 1) played, it had a considerably different arrangement. Additionally, the stage initially was called "Eagle Land: Onett" instead of "Eagleland: Onett". Fourside also only had ordinary black and white buildings, rather than the buildings in the final game, which have multi-coloured windows.
===Other characters===
Masahiro Sakurai answered fan questions in a questionnaire on the original ''Super Smash Bros.'' website, with some of them regarding the inclusion and exclusion of particularly popular characters.
*Sakurai stated that Takamaru appearing in ''Super Smash Bros.'' was unlikely, as {{uv|The Mysterious Murasame Castle}} had not received a new game in several years and that the game itself was rather obscure.<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn025.html</ref> Takamaru later appeared as an [[Assist Trophy]] in ''Smash 4'' and ''Ultimate'', and music associated with his game is available in ''Brawl'', ''Smash 4'' and ''Ultimate''.
*When asked about what character he would like to include in the next ''Super Smash Bros.'' game, Sakurai stated he wanted Mach Rider to be in the game, because he thought he had the "best name.".<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn049.html</ref> He also stated that his generation usually wants characters from ''Mach Rider'' and ''The Mysterious Murasame Castle''.<ref> https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn003.html</ref>
*On the topic of characters owned by [[Rare Ltd.|Rare]], Sakurai stated that it would be difficult to include characters such as [[Banjo]] and [[Kazooie]] owing to copyright reasons.<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return506.html</ref> While no Rare characters appeared in ''Melee'', the [[Cloaking Device]] and [[Motion-Sensor Bomb]], in Japan only, are based on their appearance in Rare's ''Perfect Dark''. Banjo and Kazooie eventually made it into ''Ultimate'' as a DLC fighter.
*Sakurai stated that he did not include {{iw|wikipedia|James Bond}} from ''{{iw|wikipedia|GoldenEye 007|1997 video game}}'' owing to concerns over Bond's realistic weaponry that included handguns and similar items. Furthermore, the copyright to the game would be owned by Rare, and a number of other copyright issues, such as those involving the likeness of his actor, {{iw|wikipedia|Pierce Brosnan}}, and rights involving the film series itself, would have led to numerous legal challenges in development of ''Melee''.<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return526.html</ref> While Bond himself has not appeared in the series, the [[Motion-Sensor Bomb]]'s design in ''Melee'' is based off its appearance in ''GoldenEye 007'' in the game's international release.


Pokémon Stadium also underwent multiple changes; the earliest screenshots show it with a completely blank screen, though some say that these images were taken before the screen was fully programmed. Later screenshots show different element icons in the background screen, which resembled the icons of the Pokémon Trading Card Game.
Sakurai's statements regarding James Bond, Banjo, and Kazooie have led to a misconception that they were actually considered for inclusion, but he never stated that they were in consideration, only that he would not have been able to include them owing to various difficulties.


A different Rainbow Cruise stage has also been observed, with considerably more clouds, a greyer sky, and a different ship design; no gameplay footage, however, has been located of the stage.
===NONE===
A mysterious character named [[NONE]] can be accessed solely through the game's debug menu, and crashes the game when attempting to start a match with it. NONE can be used in the results screen, however, where the nametag cycles through all of the characters before landing on Sheik, and then cycling through the team colors before showing NO CONTEST. NONE's intended use is unknown, however it was most likely for debugging purposes.


An early version of what appears to be Jungle Japes also was observed; the only pictorial evidence of it, however, does not give any information on how it might've been different, save for some grey textures on the floor, as well as a background that looks similar to the finished stage.
==Stages==
The game initially had only 10 starter stages, one for each of the default character [[universe]]s except for ''Ice Climber'': [[Princess Peach's Castle]], {{SSBM|Kongo Jungle}}, Great Bay, Brinstar, Yoshi's Story, Fountain of Dreams, [[Corneria]], Pokémon Stadium, {{SSBM|Mute City}}, and Onett.


Additionally, footage shows the Ice Climbers and Samus appearing to be fighting in what looks like the [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]]. The stage is normally not accessible in the final game; additionally, this version has a darker coloured path, a fence that doesn't appear in the final game, and considerably fewer trees. Of note is that this area briefly appears in an early opening (see below), and a slightly altered version can be seen in the final product's opening; Kirby can briefly be seen walking around in the area.
===Differences===
*[[Brinstar]]'s acid seemingly dealt much more knockback, being able to KO Donkey Kong at 114%. The bottom blast zone seemed to be much higher, and the acid appeared closer to the platform before blocking the blast zone.
*[[Flat Zone]] was originally going to feature stage animations based on the games ''{{iw|wikipedia|Parachute|Game & Watch}}'' and ''{{iw|wikipedia|Fire|Game & Watch}}''.<ref>[https://www.youtube.com/watch?v=3aZa_jUlnbs]</ref>
*[[Fountain of Dreams]] had a simpler layout with two stationary platforms on either side, similar to Pokémon Stadium's normal form.
*[[Fourside]] originally had ordinary black-and-white buildings instead of buildings with multi-colored lights, and the UFOs originally rotated and had a different design.
*[[Great Bay]]'s laboratory on the main platform could be jumped on and walked inside of. In the final version, it is a part of the background, and players cannot interact with it in any capacity, though some remnants of the stage can be found by using an unrestricted camera hack. The platform at the right of the stage was also initially composed of three metal beams instead of five, to emulate its appearance in ''Majora's Mask''. Additionally, a pot was present on the stage in debut gameplay footage.
*[[Green Greens]] had a darker color scheme, uneven drop-though platforms, stone Star Blocks and main platforms, and a maximum of four Star Blocks per row over both gaps instead of three. Whispy was also supposed to attack by blowing.
*{{SSBM|Kongo Jungle}} was initially labelled as "'''C'''ongo Jungle", retaining this trait from its [[Kongo Jungle (SSB)|original predecessor]] also featured in ''Melee''. All final releases fixed the typo on both ''Melee'' and ''64'' variants of the stage.<ref>http://www.ign.com/articles/2001/06/16/inside-super-smash-bros-melee-part-iii-gamecube?page=5</ref>
*[[Jungle Japes]] initially had some gray textures on the floor, as well as a slightly different background image.
*{{SSBM|Mushroom Kingdom}} initially looked similar to the Mushroom Kingdom in the original ''Super Smash Bros.'', even including Warp Pipes that could be entered.<ref name=gameplay2001/>
*[[Onett]] played a considerably different arrangement of "Bein' Friends" from ''Mother'', which lacked the Eight Melodies component of the final remix and instead was more patterned after the version of Bein' Friends on [[wikibound:Mother (soundtrack)|the ''Mother'' vocal soundtrack album]].<ref>https://www.youtube.com/watch?v=FYoZLTKoAlM&feature=youtu.be&t=697</ref><ref>https://www.youtube.com/watch?v=vAqq019dOpg</ref> The stage was also initially called "Eagle Land: Onett" instead of "Eagleland: Onett."
*[[Pokémon Stadium]]'s earliest screenshots showed the screen in the background being blank, though it is possible the screen simply was not fully programmed. Later screenshots showed the screen displaying elemental icons resembling those from the {{iw|bulbapedia|Pokémon Trading Card Game}}. Similar to ''Smash 64''{{'}}s [[Saffron City]], Venusaur and a number of other Pokémon were supposed to interact with the stage.
*[[Rainbow Cruise]] originally had considerably more clouds, a grayer sky, and a different ship design. No gameplay footage has been found of this early version of the stage.
*[[Temple]] had an elevator on the right side of the stage. Additionally, mysterious brown platforms appeared throughout the stage, though they can be seen in the "Special Movie" video found in the game's [[Data]] menu and Luigi's 1P Mode ending movie.
*{{SSBM|Yoshi's Island}} was larger overall with more rows of Rotating Blocks and an added column of smaller-sized blocks. It also featured three Note Blocks over the middle of the chasm instead of three Rotating Blocks.
*[[Yoshi's Story]] initially featured a completely different design. The rightmost stage part was a plateau followed by a curved path up to another plateau and a walkoff blast zone. It also had various blue platforms that do not appear on most other shots or footage of the stage, indicating that they may have been moving platforms.<ref name=gameplay2001>https://www.youtube.com/watch?v=9exe4q9ykaQ</ref>
*Early gameplay footage shows the Ice Climbers and Samus appearing to be fighting on a stage that appears to resemble either [[Mushroom Kingdom Adventure]] or the [[All-Star Rest Area]], neither of which are accessible in the final game. This stage has a darker colored path than either, alongside a fence and considerably fewer trees. A slightly altered version can be seen in the final product's opening with Kirby briefly walking around in the area.
*An early version of {{SSBM|Final Destination}} shows a more polygonal design, with three rectangular blocks seen floating beside the stage and a brighter color palette.


The first stage of the Adventure Mode, Mushroom Kingdom, also looked different; textures on platforms and rocks in the ground are different, and there are considerably more trees along the path.
===Scrapped===
A number of stages still have leftover data in ''Melee'', though they can only be accessed through use of the {{SSBM|debug menu}}.
*[[AKANEIA]] was intended to be a {{uv|Fire Emblem}} stage, named after the continent featured in ''Fire Emblem: Shadow Dragon and the Blade of Light'' and ''Fire Emblem: Mystery of the Emblem'', both of which also starred {{SSBM|Marth}}. This stage was going to feature dragons, mages, and even ballistae slinging stones at a castle,<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return527.html</ref> a concept that was later realised with [[Castle Siege]]. No hacks exist that allow players to start a match on AKANEIA.
*[[DUMMY]] consists of a black background with a lone invisible platform that can be made visible with the debug menu. Loading this stage via the debug menu without additional hacking crashes the game. DUMMY's purpose in the game, if any, is unknown.
*ICETOP and [https://www.youtube.com/watch?v=TDtEK0_WsAo&t 10-2] are both identical stages that load [[Icicle Mountain]] without the music. ICETOP was intended to be a second ''Ice Climber'' stage,<ref> http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return554.html</ref> as all other starter universes feature two stages, and 10-2 was to be a second ''Ice Climber'' stage in {{SSBM|Adventure Mode}} after 10-1ICEMT, the internal name for the Ice Climbers stage in the Adventure Mode. Loading this stage via the debug menu without additional hacking crashes the game.
*[[TEST]] is assumed to be a stage used for testing various gameplay elements. It consists of a large, gray test stage with a number of different moving platforms, and a background depicting a photo of Caffé Verona in Palo Alto, California, an image commonly used in OpenGL testing. The song "Corneria" plays on this stage.
*TSEAK was intended to be {{SSBM|Sheik}}'s own [[Target Test]], distinct from {{SSBM|Zelda}}'s. Remnants of the stage consist only of a single dark gray platform and three targets.


Through an Action Replay, multiple other early stages can be found, leftover from testing. One of the stages is a [[Test (stage)|large, gray stage]], with the background appearing to be some kind of pub. The music is the same as used on {{SSBM|Fox}} and {{SSBM|Falco}}'s stage [[Corneria]]. The stage's purpose is outlined by its name, TEST. The background image is also a common image to use in OpenGL testing.
===Considered===
 
*A stage based on the {{iw|bulbapedia|Sprout Tower}} from ''Pokémon Gold & Silver'' was considered in the development of ''Melee''.<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return520.html</ref>
In addition to TEST, there exist four other stages: [[AKANEIA]], [[IceTop]], [[10-2]] and [[DUMMY]]. All four will immediately crash the game if they are accessed normally, though other hacks allow some stages to be used. AKANEIA was likely a Fire Emblem themed stage, as it shares the name with the primary setting of the first Fire Emblem game, which also starred {{SSBM|Marth}}. However, even with hacking, no one has successfully accessed the stage. DUMMY, when hacked into, is simply a black background with a lone invisible platform. IceTop and 10-2 are both simply [[Icicle Mountain]], albeit without the music; IceTop's use remains unknown, but 10-2 was to act as another Ice Climbers stage in the [[Adventure Mode]], as 10-1 is the internal name for the Ice Climbers stage in the Adventure Mode.
 
Finally, {{SSBM|Sheik}} seemingly was originally planned to have her own [[Target Test]] stage, separate from that of {{SSBM|Zelda}}; the remnants of the stage, however, consist only of a single dark grey platform and three targets.


<gallery>
<gallery>
BetaStages.png|An older Stage Select screen.
greatbaybeta.png|Ness walking out of the laboratory in Great Bay.
Hyrule_Beta.png|Two platforms from the [[Temple]] stage that appear in the Special Movie but not during gameplay.
SSBM Great Bay beta inside laboratory.png|The remnants of the inside of the laboratory.
templebeta.png|Peach standing on the unknown platform from an early version of Temple.
BetaGreatbay.jpg|This platform in Great Bay was comprised of three metal beams.
greatbaybeta.png|Ness walking out of what is now a part of the Great Bay background.
Fountainbeta.PNG|An early layout of Fountain of Dreams that is missing the top platform.
SSBM Great Bay beta inside laboratory.png|The remnants of Great Bay's laboratory.
BetaFourside.PNG|An early version of Fourside with generic, black-and-white background buildings.
BetaGreatbay.jpg|There are only three pillars in this version of Great Bay.
Greengreensbeta1.PNG|An early layout of Green Greens.
betayoshi.png|An early version of Yoshi's Story.
Greengreensbeta2.PNG|Mario and Sheik on the early Green Greens.
BetaYoshisIslandSSBM.jpg|Yoshi's Island with 5 blocks, much smaller in comparison with the rest of the stage.
sheikunknown.png|Sheik standing on what is an early version of Jungle Japes.
BetaYoshiIsland.png|Donkey Kong stands on the 5 blocks.
Kingdom.jpg|Mushroom Kingdom's early design.
Kingdom.jpg|Mushroom Kingdom's early design.
BetaFourside.PNG|Early versions of Fourside had more generic, black-and-white buildings in the background.
BetaStadium.PNG|The background screen was blank in early versions of Pokémon Stadium.
BetaStadium.PNG|Early versions of [[Pokémon Stadium]] had blank screens.
Pokemon_Stadium_Beta.png|The TCG's Fire icon appears in the background of Pokémon Stadium.
Pokemon_Stadium_Beta.png|The TCG's Fire icon appears in the background of Pokémon Stadium.
BetaRC.PNG|An early layout of Rainbow Cruise with notable differences from the final version.
templebeta.png|Peach standing on the mysterious platform in Temple.
BetaRC.PNG|An early layout of Rainbow Cruise
rainbowcruiseshipbeta.PNG|A closer view of the early Rainbow Cruise ship.
rainbowcruiseshipbeta.PNG|A closer view of the early Rainbow Cruise ship.
Fountainbeta.PNG|An early layout of Fountain of Dreams that is missing the top platform.
Hyrule_Beta.png|Two platforms from the Temple stage that appear in the Special Movie.
Islandbeta1.PNG|A full view of the early Yoshi's Island layout.
Islandbeta1.PNG|A full view of the large early Yoshi's Island layout.
Islandbeta2.PNG|A close-up of the Jump Blocks on Yoshi's Island that were presumably originally intended to be the stage hazard.
Islandbeta2.PNG|A closeup of the Note Blocks on Yoshi's Island.
Greengreensbeta1.PNG|An early layout of Green Greens. The color scheme was darker, the thin platforms were uneven, and the main platforms and star blocks were made of stone.
BetaYoshisIslandSSBM.jpg|A row of five Rotating Blocks on Yoshi's Island.
Greengreensbeta2.PNG|Mario and Sheik on the early Green Greens.
BetaYoshiIsland.png|Donkey Kong stands on a row of five Rotating Blocks.
storybeta1.PNG|Thin platforms off of the side of the early Yoshi's Story.
betayoshi.png|An early version of Yoshi's Story.
storybeta2.PNG|Additional platforms on the early Yoshi's Story. Curiously, they do not appear on most other shots of the stage, indicating that they may have been moving platforms.
storybeta1.PNG|Drop-through platforms off of the side of the early Yoshi's Story.
sheikunknown.png|Sheik standing on what is an early version of Jungle Japes.
storybeta2.PNG|Additional platforms on the early Yoshi's Story.
BetaTeleporter.PNG|The Ice Climbers and Samus both on what appears to be the Adventure Mushroom Kingdom, which is not possible in the final version.
BetaTeleporter.PNG|The Ice Climbers and Samus fighting on an unknown stage.
BetaAdventureMode.png|Yoshi traverses an early Mushroom Kingdom in the [[Adventure Mode]].
BetaAdventureMode.png|Yoshi traverses an early Mushroom Kingdom in the Adventure Mode.
Test Stage SSBM.png|A panorama of the [[TEST|test level]].
Beta_Final_Destination_SSBM.PNG|An early version of Final Destination, showing a different design from the final game.
BetaSheikTargetTest.png|Sheik's early Target Test stage.
Test Stage SSBM.png|A panorama of TEST.
TSEAK-NRML-SSBM.png|The remains of TSEAK, Sheik's Target Test stage.
</gallery>
</gallery>


==Beta menus==
==Gameplay==
While the overall menu system remains relatively unchanged from the final version, differences still exist. In the Main Menu (originally called the "Top Menu"), the [[Trophies]], Options, and [[Data]] menus were all blanked out with "?"s. In the Multiplayer menu, Special Melee is also blanked out; furthermore, the panel to the right of the menus, which shows the next screen, looked considerably different.
*In the gameplay and demos shown at E3 2001, the [[hitstun]] dealt seemed to be the same as in the previous ''Super Smash Bros.'', with a hitstun multiplier of 0.52. However, in the final game it was changed to 0.4, possibly due to the increased falling speed of each character making recovery too difficult with such a high level of hitstun.
 
*It may have been possible to up smash out of shield without using jump-cancelling which would later be implemented in ''Ultimate''.<ref>https://youtu.be/RK-RqQTEppw?t=7m36s</ref> Additionally, shields were much bigger and perhaps less susceptible to [[shield stab]]bing. This gives possible explanation for why {{SSBM|Mr. Game & Watch}}'s shield is so small compared to his body, as the shield sizes may have been haphazardly reduced in the final months of production.
The [[Lottery]] had a radically different design; the actual machine looks considerably larger and had more details behind it, such as a model ship, a roulette wheel and a craps table.
*It is speculated that [[L-cancelling]] removed all landing lag from aerials, like in the previous ''Super Smash Bros.'', instead of reducing it by half.
 
*The instruction booklet had an image for the description for [[Stamina mode]] showing all four characters having over 150 [[HP]] of stamina, which cannot occur in normal gameplay. Players in a Stamina match always start with 150 HP, and this value cannot be edited without the use of a hacking device.
The character select screen also underwent many differences during development. The earliest character select screens did not have characters arranged in a rectangle, instead being stacked and "leaning" to one side. While the amount varies in different images, in all cases, the number of selectable character initially began at a number below fourteen. Additionally, similar to the original's beta character select screen, the words "Battle Royal" were in the corner instead of "Melee". Finally, the "Press Start" banner on the "Ready to Fight!" band was not located on the banner; it was instead just above the character boxes.
*Early screenshots show that damage percentage font remained white instead of reddening and eventually blackening with climbing percentages.
 
*In the E3 reveal trailer, an early, less exaggerated version of Mario's neutral special animation can be seen.
Later versions, closer to the release of the final product, had character select screens looking almost identical to the final product. One image on the [[Smabura-Ken|Japanese website]], however, shows Zelda's character portrait covered by a "?" mark, like other secret characters. As Sheik's playability was revealed before Zelda's, the move is speculated to avoid spoiling the surprise of Zelda's playability.
*In E3 promotional material, an early version of Bowser's neutral special, Fire Breath, can be seen with an unfinished animation for his hair.
 
*The [[Special Movie]] shows characters in gameplay with several sound differences.
Finally, All-Star Mode was intended to have intro screens, almost identical to the ones found in Classic. They were ultimately unused, due to the mode using the [[All-Star Rest Area]] in transitions between fights, though they are still fully accessible in the Debug Menu.<ref>[https://www.youtube.com/watch?v=NGOzsSEBO9Y]</ref> The earliest Classic Mode intros also looked radically different from the final version's; these versions featured no map or background, and the artwork used for the characters differ considerably from the final versions.
**In one clip, Mario yells a "Kiai" upon picking up a {{b|Hammer|item}}, but in the final game, none of the characters vocalize when they pick up the hammer.
**While most of {{SSBM|Peach}}'s voice clips are those from the final game, there are a few that are not. In Bowser's vignette, {{SSBM|Peach}} yells "Yahoo!" while throwing a vegetable at him, which does not occur in normal gameplay. During the ending clips showing all the characters, Peach's clip features her taunting, with her saying "All right!" instead of "Sweet!" The voice actor in these voice clips seems to be {{iw|wikipedia|Leslie Swan}} instead of {{iw|mariowiki|Jen Taylor}}, as they sound like how Peach sounded in the International version of ''Mario Kart 64''.
**Pikachu was initially silent while charging Skull Bash.
**An unused shout from Popo while performing Blizzard can be heard during the ending montage. That unused sound was deleted before the game was ever launched.
*Early screenshots, footage, and the Special Movie show that characters, if selected by more than one player, could use the same {{SSBM|alternate costume}}. Unlike in Team Battle, however, there was no change in contrast. This also assumed to be purposefully done using [[debug mode]] to film the Special Movie.
*{{SSBM|Captain Falcon}}'s Blood Falcon alternate costume originally had "Hell Hawk," the Japanese name of Blood Falcon's vehicle, written below the Blood Falcon emblem on its back.
*The [[Special Movie]] shows certain differences in characters' moves.
**Captain Falcon's [[Falcon Punch]] is seen to be as fast as it was in ''[[Super Smash Bros.]]'', and his taunt was initially not animated as smoothly.
**Kirby's Vulcan Jab combo did not feature small projectiles in front of his hands.
**Link's Bow did not glow upon being fully charged.<ref>http://www.nintendo.co.jp/ngc/galj/movie/galj_ml1.wmv</ref>
*Donkey Kong gradually descended while performing Spinning Kong in the air instead of gaining some altitude.<ref name=gameplay2001/>
*The first shot in a series of rapid shots from Fox's Blaster dealt hitstun in addition to damage, instead of only dealing damage like the rest of the shots. Fire Fox seemed to cover a shorter distance. His [[Reflector]] could seemingly be landcancelled like in the original ''Super Smash Bros.'',<ref>https://youtu.be/RK-RqQTEppw?t=6m43s</ref> but it is unknown if this means that it could not be jump cancelled as well.
*KOing a Goomba in the Adventure Mode caused a screen shake effect.
*{{SSBM|Ganondorf}}, in version 1.0 of ''Melee'', has an animation that can be found by using the [[Bunny Hood]] item, where it seems like he has a second jab. This jab attack can be accessed by a glitch and seemed to indicate that he was to have a jab similar to Falcon, but it was scrapped for unknown reasons.
*{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} were intended to have a grab team attack that would have been activated by pressing Y← while playing as Crazy Hand and Y↑ as Master Hand. In the final game, the attack is disabled. Viewing the subaction data reveals the attack is incomplete, as Crazy Hand has no hitboxes for the attack.<ref>https://youtu.be/A9QaJn0oTIU</ref>
*Characters could jump after performing an [[air dodge]].<ref>https://youtu.be/rOt_R53ymFM?si=9VIyZPv3XCR8OHsh&t=349</ref>


<gallery>
<gallery>
Betamenu2.png|A early menu screen, with blanked out selections, as well as a different name ("Top Menu")
BetaStamina.png|An image in the manual that shows HP values over 150 HP, which cannot occur normally.
Betamenu.png|A early menu screen, with blanked out selections and a different panel to the right.
BetaCostuming.PNG|Here all four players have the same [[alternate costume]], which is impossible in normal play.
BetaLottery.PNG|A early version of the [[Lottery]] interface.
Hell Hawk.jpg|Captain Falcon with "Hell Hawk" emblem.
BetaCharacterSelect.jpg|One of the first character select screens in ''Melee'', with different tokens and a different layout.
Beta Falcon Punch.gif|Falcon Punch with its speed from the original ''Super Smash Bros.'' as seen in the Special Movie.
Meleebetasel.jpg|Another older character-selection screen. Note that Kirby, Peach, Zelda, and Ice Climbers are missing.
Jab 2.png|A screen capture of the second jab that Ganondorf would have had, which is a glitch.
betameleescreen.jpg|While finalized in design, Zelda's portrait is missing in this picture from the Japan website.
Earlybowserfireanimation.png|Screen capture of an early animation of Bowser's Fire Breath neutral special, as seen in E3 2001 promotional material.
BetaAllStarIntro.png|An intro screen intended for use in All-Star mode.  
Beta Airdodge Jump.gif|Mario jumping after performing an air dodge.
BetaClassicMode.jpg|A early Classic Mode screen.
</gallery>
</gallery>


==Beta trophies==
==Items==
Early screenshots showed the [[Motion-Sensor Bomb]] to be much different; these screenshots actually showed it to be a Proximity Mine from ''{{s|wikipedia|Perfect Dark}}'' rather than the Motion-Sensor Bomb from "TOP SECRET" (actually ''[[wikipedia:GoldenEye 007 (1997 video game)|GoldenEye 007]]'') that appeared in the final game. A screenshot of this Proximity Mine's [[trophy]] also shows that the text is almost identical to the final product, save for a few references to the Carrington Institute, an area in ''Perfect Dark''. Why the ''Perfect Dark'' Proximity Mine was changed to a ''GoldenEye 007'' Motion-Sensor Bomb is unknown, as the Cloaking Device from ''Perfect Dark'' appears in all versions of Melee.
*The Proximity Mine from ''{{iw|wikipedia|Perfect Dark}}'' replaced the Motion-Sensor Bomb item from ''{{iw|wikipedia|GoldenEye 007|1997 video game}}'', though the original Proximity Mine was ultimately kept in the Japanese version of the game.
 
*The Pokémon [[Ditto]] was supposed to appear from [[Poké Ball]]s. It can still spawn through use of the debug menu, but when summoned, it simply says "Mon-mon!", after its Japanese name "Metamon", spins while stretching vertically, then disappears, with its spinning animation inflicting weak damage and knockback to players. Ditto was still mentioned in the game's official strategy guide, stating that "Ditto will Transform into the player who threw the Poké Ball, then join up with him or her for a short time."<ref>http://www.sourcegaming.info/2015/04/13/the-definitive-unused-fighters-list-in-smash/#%5BMelee%5D</ref> This suggests that Ditto was perhaps a late cut to ''Melee''. Ditto itself makes a cameo in the game's [[Tournament Mode]], acting as a graphic for [[Random]] characters. Ditto would later be incorporated to the roster of summonable Pokémon in ''Ultimate'', with the exact same function it was intended to have in ''Melee''.
Early versions of the game also had different [[Topi]] trophies. While the final version had a vaguely Yeti-looking creature, it originally was a seal-like creature. The seal is believed to have been removed due to the controversial subject of [[wikipedia:Seal hunting|seal clubbing]]; while a highly volatile topic in North America and Europe, the issue is effectively nonexistent in Japan.
*The Poké Ball Pokémon [[Electrode]] originally did not darken before using Explosion.
 
*Summoning items analogous to Poké Balls called "Assist Capsules" were planned for ''Melee'' but were dropped, later appearing in ''Brawl'' as [[Assist Trophies]].<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return537.html</ref>
*For a brief time, information relating to [[Sukapon]] from ''{{iw|wikipedia|Joy Mech Fight}}'' was accidentally posted on the [[Smabura-Ken|Japanese website]]. Sakurai later mentioned that Sukapon was originally going to be an item that characters could ride on, but was cut due to "adult matters".<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return510.html</ref> Sukapon later became an Assist Trophy in ''Ultimate''.
*The Timed Mine from ''GoldenEye 007'' was originally going to appear in the game. It was likely scrapped due to licensing issues, or its close visual similarity with the Motion-Sensor Bomb.<ref>https://www.youtube.com/watch?v=x2zZoAqEbXY</ref>
*"ItemBlind" is a unique animation for every character which can be found within the game's data. Each animation puts the character in a stunned or blinded state, aimlessly reaching out. It is a speculated to correspond to a cut item from the game.<ref>https://www.youtube.com/watch?v=RySzY21Oenk</ref>
<gallery>
<gallery>
MeleeMotionSensorBeta.png|''Super Smash Bros. Melee''{{'}}s original Motion-Sensor Bomb's trophy. The design is identical in the Japanese version of the game; note how the bottom also says "Perfect Dark" instead of "TOP SECRET".
ProximityMine.jpg|The Proximity Mine
Topitrophy_beta.jpg|The original Topi trophy.
Ditto ground.jpg|Ditto's appearance before disappearing.
</gallery>
</gallery>


==Beta gameplay==
==Menus==
In ''Melee''{{'}}s instruction booklet, an image can be seen for [[Stamina]] mode's description. In the image, all four characters have over 150 [[HP]] of Stamina, which cannot occur in normal gameplay; players in a four-player match always start with 150 HP, and this value cannot be edited without the use of a hacking device.
*Certain menu selections, specifically the [[Trophies]], Options, and [[Data]] selections in the Main Menu (then-called "Top Menu"), as well as the Special Melee selection in the Vs. Mode menu, were all blanked out with "?"s. Furthermore, the panel to the right of the menus previewing the menu of the currently selected menu selection, looked considerably different.
 
*The [[Lottery]] interface had a radically different design, with the actual machine being considerably larger and featuring a model ship, roulette wheel and craps table in the background.
As seen and heard in the "Special Movie" included with ''Melee'', {{SSBM|Peach}} had a few voice clips that were ultimately unused. In Bowser's vignette, Peach throws a vegetable at him; while doing so, she yells "Yahoo!", which does not occur in normal gameplay. At the ending clips, which show all the characters, Peach's clip features her taunting; however, instead of saying "Sweet!" as per usual gameplay, she instead says "All right!". Similarly, Mario, upon picking up a [[Hammer]] in one clip, says "Wah!" while picking it up. In the final game, all characters stay silent when they pick up the hammer.
*The earliest character select screens aligned the character portraits to one side. Each of these screens featured less than 14 character portraits. Additionally, similar to the original ''Super Smash Bros.'' beta character select screen, the words "Battle Royal" were displayed in the top left corner instead of "Melee." Finally, the "Press Start" banner on the "Ready to Fight!" band was not located on the banner and instead just above the player boxes.
 
**Upon entering the character select screen, a [https://twitter.com/UnclePunch_/status/1164321895707267077 short animation] was originally intended to play, showing the icons for [[clone]] characters coming from behind the character they are based on.
In gameplay, the Pokémon [[Ditto]] was supposed to appear from [[Poké Ball]]s, turning into the summoner's character and assisting them in battle. It was removed, though it is still left over in the Debug menu; when summoned, however, it simply says "Meta!" after its Japanese name ("Metamon"), spins while stretching vertically, then disappears.
*Later versions of the character select screen close to the game's release looked nearly identical to the final product. One image on the [[Smabura-Ken|Japanese website]] shows Zelda's character portrait covered by a "?" mark, like other secret characters. As Sheik's playability was revealed before Zelda's, the move is speculated to avoid spoiling the surprise of Zelda's playability. This screenshot also shows that the Ice Climbers' Japanese name was hyphenated.
 
*The stage select was formatted differently, with Brinstar placed on a top row and Corneria being in the middle. "?" portraits were also in place of presumably the two Special Stages and three Past Stages.
Early screenshots, footage, and the "Special Movie" show that characters, if selected by more than one player, could use the same [[palette swap|colour scheme]]; unlike Team Battle, however, there was no change in contrast. This, however, is also assumed to be a result of using [[Debug Mode]] to film the Special Movie and choosing for all characters to look identical.
*All-Star Mode was intended to have intro screens nearly identical to the ones found in Classic Mode. They were ultimately unused, with the mode ultimately using the [[All-Star Rest Area]] in transitions between fights. These intros can be viewed in the debug menu, and it is notably the only way players can see the unused intro images for Ganondorf, Sheik, and Roy.<ref>https://www.youtube.com/watch?v=NGOzsSEBO9Y</ref>
 
*The earliest Classic Mode intros also looked vastly different from the final version's, featuring different character artwork and no maps or backgrounds. However, Bowser's Classic Mode render remained the same but was positioned more towards the background, and so appeared slightly smaller.
Early screenshots also show that damage percentages initially did not darken the more damage a combatant had taken; in the final build, the numbers gradually blacken as the character's damage goes up.
*The Game Over screen has a [https://tcrf.net/Super_Smash_Bros._Melee#Unselectable_.22Yes.22_button leftover "YES" action] in the code which this option does nothing if the player has low coinage leaving no choice to quit the session and have to start over. It was likely to be done when this game was released as a coin-op arcade game.
 
*The game reveals to have [https://tcrf.net/Super_Smash_Bros._Melee#Unused_Animations unused animations] leftover, called "Selected" and "SelectedWait". The names of these animations, along with the video, reveal they were intended to play upon selecting a character, akin to the original Super Smash Bros.
<gallery>
<gallery>
Ditto ground.jpg|Ditto's appearance in ''Melee'', before disappearing.
Betamenu2.png|The Main Menu (then-called "Top Menu") with blanked out selections.
BetaStamina.png|An image in the manual that shows HP values over 150 HP, which cannot occur normally.
Betamenu.png|Vs. Mode menu with blanked out selections and a different panel to the right.
BetaCostuming.PNG|Here all four players have the same [[Palette swap|color scheme]], impossible in the final version sans glitches.
BetaLottery.PNG|An early version of the [[Lottery]] interface.
BetaCharacterSelect.jpg|One of the earliest character selection screens, with different tokens and layout.
Meleebetasel.jpg|Another old character selection screen. Note that Kirby, Peach, Zelda, and Ice Climbers are missing.
betameleescreen.jpg|While finalized in design, Zelda's portrait is missing in this picture from the Japanese website.
BetaStages.png|An older Stage select screen.
BetaAllStarIntro.png|An intro screen intended for All-Star mode; also Roy's unused intro screen
SheikIntro.png|Sheik's unused intro screen.
GanondorfIntro.png|Ganondorf's unused intro screen.
BetaClassicMode.jpg|An early Classic Mode intro screen.
</gallery>
</gallery>


==Unused bonuses==
==Trophies==
Some [[List of bonuses|Bonuses]] were left out of the final game, though they can be accessed with an Action Replay. The reason for their removal is unknown. Since they are unused, these are not required to get the [[Diskun]] trophy.
*Six trophies (Meowth, Annie, Bayonette, Ray MK II, Milk, and White Cat) were fully rigged if viewed in a 3D software. It's possible that the rigs were left over by accident during development.
{| class="wikitable sortable"
**Oddly, the filename for the Meowth trophy is suffixed with the letter R, which is used internally to designate the trophies for playable fighters.
*More ''Fire Emblem'' trophies were planned to be included in the game, but they ultimately proved too complex to make compared to other trophies.<ref> http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return569.html</ref> In the final game, the only two ''Fire Emblem'' trophies are those for Marth and Roy after completing Classic Mode with either character.
*Trophies from games by Rare Ltd. were planned to be included in the game, but they were later dropped due to issues contacting Rare, according to a Nintendo Dream interview with Sakurai<ref> https://twitter.com/PushDustIn/status/1138759804208291841</ref>.<ref> http://nintendoeverything.com/rare-not-upset-that-nintendo-didnt-request-conker-banjo-in-smash-bros</ref> Trophies from third-party vendors later appeared in ''Smash 4''.
 
==Bonuses==
Some [[List of bonuses|Bonuses]] were left out of the final game, though they can be accessed with an Action Replay. The reason for their removal is unknown.
{|class="wikitable sortable"
! '''Name''' !! '''Points Given''' !! '''Requirement'''
! '''Name''' !! '''Points Given''' !! '''Requirement'''
|-
|-
|Barrel Blast KO || x300|| Used a Barrel to KO someone.
|Barrel Blast KO || x300|| Used a Barrel to KO someone.
|-
|-
|Crash & Burn ||-500 || All Meteor Attacks Missed.  
|Crash & Burn ||-500 || All Meteor Attacks Missed.
|-
|-
|Deflector || 1000 || Unknown (presumed to be something to do with reflecting attacks)
|Deflector || 1000 || Unknown (presumed to be something to do with reflecting attacks)
Line 128: Line 191:
|}
|}


==Other beta elements==
==Sounds==
The opening sequence of ''Melee'' was slightly different; the middle section which shows actual gameplay has different animations and characters. It can be viewed [http://www.nintendo.co.jp/ngc/galj/movie/galj_ml1.wmv on Nintendo's official site].
*Captain Falcon has unused audio files called SFXV_CAPTAIN_BLUEF which is him saying "Blue Falcon!" and SFXV_CAPTAIN_COMEON which is him saying "Come on!" . Both audio files would be later used in the [[Brawl|next]] game for his [[Blue Falcon|Final Smash]].
*Both Dr. Mario and Luigi have unused leftover audio for Mario's Taunt sound effects.
*Marth has an additional phrase that goes unused: [https://youtube.com/watch?v=5ym3QWL2bRM "{{ja|レッツダンス!}}" "Rettsu dansu!"], the English phrase "Let's Dance!" approximated phonetically in Japanese.
*Zelda has an unused audio files called SFXV_ZS_ZELDA_FIRE which is alternate take for [[Din's Fire]] and SFXV_ZS_ZELDA_N_AI which is likely an audio file for [[Nayru's Love]] since Ai (愛) means love in Japanese.
*Mario and Ganondorf have an unused audio file called SFXV_MARIO_KIRIFUDA and SFXV_GANON_KIRIFUDA respectively. The latter would later be used in the next game as his [[Wii Remote selection sound]].
**"Kirifuda" (Japanese: 切り札 or 切札) means a "trump card" or "last resort" in Japanese, strongly suggesting that Final Smashes were also planned in Melee, whose Japanese name, ''Saigo no Kiri Fuda'' (最後の切りふだ), translates to Final Trump Card.
*Both Pikachu and Pichu have an unused audio file called SFXV_PIKACHU_SUTEMI and SFXV_PICHU_SUTEMI respectively.


{{SSBM|Captain Falcon}}'s red [[Palette swap (SSBM)|costume]], which adds a "Blood Falcon" emblem on his back, was originally planned to say "Hell Hawk", the Japanese name of Blood Falcon's vehicle.
==Music==
An unused version of the music on the [[Temple]] stage features different instrumentation, using ''Ocarina of Time''-esque music sounds.<ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0118/kokaon.html</ref>


In the [[Special Movie]], it can be seen that [[Falcon Punch]] was as fast as it was in [[Super Smash Bros. 64]].
During the Spaceworld 2001 demo, a different version of "Bein' Friends" played on [[Onett]]. Compared to the final version, which is a medley with "Eight Melodies" and "Mother Earth", this version resembles an instrumental of the version of "Bein' Friends" that played on ''MOTHER (Original Soundtrack)''.<ref>https://www.youtube.com/watch?v=vAqq019dOpg</ref>
<gallery>
Beta Temple music.ogg|Early version of the music on Temple.
</gallery>


The original boxart for ''Melee'' did not feature {{SSBM|Link}} or {{SSBM|Pikachu}}, nor did it feature Mario dodging Bowser's attack; it instead featured Mario being attacked by Bowser's [[Fire Breath]] move. The locale featured also has considerably brighter lighting. This boxart, while unused for retail, did appear in some early promotional material for the game, including websites accepting orders for the game and some print advertisements and catalogues for retailers.  
==Box art==
The original boxart depicted an in-game screenshot of Mario getting attacked by Bowser with his [[Fire Breath]] instead of showing Mario, Bowser, Link, and Pikachu fighting. The lighting on Hyrule Temple was also considerably brighter. While unused for the final game, this box art was used for some of the game's early promotional material, such as websites accepting orders for the game, a Nintendo employee lanyard at events,<ref>https://twitter.com/davidvkimball/status/1352339240256851968</ref> and {{file link|MeleeWalMartAdvert.png|some print advertisements and retail catalogs}}.


<gallery>
<gallery>
Hell Hawk.jpg|Captain Falcon with "Hell Hawk" emblem
SSBM early box art.png|Original cover art of ''Melee''
BetaBoxArtMelee.jpg|The original boxart for ''Melee''.
</gallery>
</gallery>


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


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

Latest revision as of 17:58, November 7, 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. Melee before being altered, rejected, cut, or abandoned prior to the final release.

Fighters[edit]

Considered[edit]

  • A number of characters were intended to represent Nintendo's early NES era, a role that was ultimately fulfilled by the Ice Climbers. Among the other considered characters included Balloon Fighter, the player character from Urban Champion, Mach Rider, Bubbles from Clu Clu Land, and an Excitebike racer.[1]
  • Ayumi Tachibana from Famicom Detective Club was considered as a playable character, as confirmed by Sakurai on a Niconico interview in 2016. She was ultimately dropped as a candidate as Sakurai felt her series, more than any other in the game, would be wildly unfamiliar to international audiences.[2] Entries in the series did not receive international release until 2021, and the series did not receive a new entry until 2024.
  • Lucas, the protagonist of the then-unreleased Mother 3, was initially supposed to appear as a replacement to Ness. When Mother 3 was cancelled for a Nintendo 64 release and instead moved to the Game Boy Advance for development, Ness was kept in Melee. Lucas later became playable in Brawl in addition to Ness rather than replacing him.
  • Wario was strongly considered for Melee's roster, and on a fan questionnaire on Smabura-Ken, Sakurai stated that he would add Wario to Melee if he had more time to add just one more character.[3] Sakurai also explained that he had opted to instead allocate the team's limited development time to implementing other characters such as Mewtwo or Marth and Roy, and he also wanted to avoid having an excessive number of Mario characters.[4] Wario later became playable starting in Brawl.

Requested[edit]

  • Reportedly, Hideo Kojima, a close personal friend of Sakurai, asked him if Solid Snake from Metal Gear Solid could be considered as a playable character in Melee. One of the reasons why Kojima asked Sakurai is because his son wanted to see Snake in Smash.[5] By the time of Kojima's request, however, Melee was too far in development for the developers to feasibly add another character.[6] Snake later became playable in Brawl.
  • Former head of Sonic Team, Yuji Naka, stated in an interview with EDGE magazineMedia:YujiNakaInterview.jpg that he wanted Sonic to be included in Melee, but it was not feasible due to time constraints and the late stage of the game's development.[7] Sonic later became playable in Brawl, and he also became the basis of a famous hoax.

Other characters[edit]

Masahiro Sakurai answered fan questions in a questionnaire on the original Super Smash Bros. website, with some of them regarding the inclusion and exclusion of particularly popular characters.

  • Sakurai stated that Takamaru appearing in Super Smash Bros. was unlikely, as The Mysterious Murasame Castle had not received a new game in several years and that the game itself was rather obscure.[8] Takamaru later appeared as an Assist Trophy in Smash 4 and Ultimate, and music associated with his game is available in Brawl, Smash 4 and Ultimate.
  • When asked about what character he would like to include in the next Super Smash Bros. game, Sakurai stated he wanted Mach Rider to be in the game, because he thought he had the "best name.".[9] He also stated that his generation usually wants characters from Mach Rider and The Mysterious Murasame Castle.[10]
  • On the topic of characters owned by Rare, Sakurai stated that it would be difficult to include characters such as Banjo and Kazooie owing to copyright reasons.[11] While no Rare characters appeared in Melee, the Cloaking Device and Motion-Sensor Bomb, in Japan only, are based on their appearance in Rare's Perfect Dark. Banjo and Kazooie eventually made it into Ultimate as a DLC fighter.
  • Sakurai stated that he did not include James Bond from GoldenEye 007 owing to concerns over Bond's realistic weaponry that included handguns and similar items. Furthermore, the copyright to the game would be owned by Rare, and a number of other copyright issues, such as those involving the likeness of his actor, Pierce Brosnan, and rights involving the film series itself, would have led to numerous legal challenges in development of Melee.[12] While Bond himself has not appeared in the series, the Motion-Sensor Bomb's design in Melee is based off its appearance in GoldenEye 007 in the game's international release.

Sakurai's statements regarding James Bond, Banjo, and Kazooie have led to a misconception that they were actually considered for inclusion, but he never stated that they were in consideration, only that he would not have been able to include them owing to various difficulties.

NONE[edit]

A mysterious character named NONE can be accessed solely through the game's debug menu, and crashes the game when attempting to start a match with it. NONE can be used in the results screen, however, where the nametag cycles through all of the characters before landing on Sheik, and then cycling through the team colors before showing NO CONTEST. NONE's intended use is unknown, however it was most likely for debugging purposes.

Stages[edit]

The game initially had only 10 starter stages, one for each of the default character universes except for Ice Climber: Princess Peach's Castle, Kongo Jungle, Great Bay, Brinstar, Yoshi's Story, Fountain of Dreams, Corneria, Pokémon Stadium, Mute City, and Onett.

Differences[edit]

  • Brinstar's acid seemingly dealt much more knockback, being able to KO Donkey Kong at 114%. The bottom blast zone seemed to be much higher, and the acid appeared closer to the platform before blocking the blast zone.
  • Flat Zone was originally going to feature stage animations based on the games Parachute and Fire.[13]
  • Fountain of Dreams had a simpler layout with two stationary platforms on either side, similar to Pokémon Stadium's normal form.
  • Fourside originally had ordinary black-and-white buildings instead of buildings with multi-colored lights, and the UFOs originally rotated and had a different design.
  • Great Bay's laboratory on the main platform could be jumped on and walked inside of. In the final version, it is a part of the background, and players cannot interact with it in any capacity, though some remnants of the stage can be found by using an unrestricted camera hack. The platform at the right of the stage was also initially composed of three metal beams instead of five, to emulate its appearance in Majora's Mask. Additionally, a pot was present on the stage in debut gameplay footage.
  • Green Greens had a darker color scheme, uneven drop-though platforms, stone Star Blocks and main platforms, and a maximum of four Star Blocks per row over both gaps instead of three. Whispy was also supposed to attack by blowing.
  • Kongo Jungle was initially labelled as "Congo Jungle", retaining this trait from its original predecessor also featured in Melee. All final releases fixed the typo on both Melee and 64 variants of the stage.[14]
  • Jungle Japes initially had some gray textures on the floor, as well as a slightly different background image.
  • Mushroom Kingdom initially looked similar to the Mushroom Kingdom in the original Super Smash Bros., even including Warp Pipes that could be entered.[15]
  • Onett played a considerably different arrangement of "Bein' Friends" from Mother, which lacked the Eight Melodies component of the final remix and instead was more patterned after the version of Bein' Friends on the Mother vocal soundtrack album.[16][17] The stage was also initially called "Eagle Land: Onett" instead of "Eagleland: Onett."
  • Pokémon Stadium's earliest screenshots showed the screen in the background being blank, though it is possible the screen simply was not fully programmed. Later screenshots showed the screen displaying elemental icons resembling those from the Pokémon Trading Card Game. Similar to Smash 64's Saffron City, Venusaur and a number of other Pokémon were supposed to interact with the stage.
  • Rainbow Cruise originally had considerably more clouds, a grayer sky, and a different ship design. No gameplay footage has been found of this early version of the stage.
  • Temple had an elevator on the right side of the stage. Additionally, mysterious brown platforms appeared throughout the stage, though they can be seen in the "Special Movie" video found in the game's Data menu and Luigi's 1P Mode ending movie.
  • Yoshi's Island was larger overall with more rows of Rotating Blocks and an added column of smaller-sized blocks. It also featured three Note Blocks over the middle of the chasm instead of three Rotating Blocks.
  • Yoshi's Story initially featured a completely different design. The rightmost stage part was a plateau followed by a curved path up to another plateau and a walkoff blast zone. It also had various blue platforms that do not appear on most other shots or footage of the stage, indicating that they may have been moving platforms.[15]
  • Early gameplay footage shows the Ice Climbers and Samus appearing to be fighting on a stage that appears to resemble either Mushroom Kingdom Adventure or the All-Star Rest Area, neither of which are accessible in the final game. This stage has a darker colored path than either, alongside a fence and considerably fewer trees. A slightly altered version can be seen in the final product's opening with Kirby briefly walking around in the area.
  • An early version of Final Destination shows a more polygonal design, with three rectangular blocks seen floating beside the stage and a brighter color palette.

Scrapped[edit]

A number of stages still have leftover data in Melee, though they can only be accessed through use of the debug menu.

  • AKANEIA was intended to be a Fire Emblem stage, named after the continent featured in Fire Emblem: Shadow Dragon and the Blade of Light and Fire Emblem: Mystery of the Emblem, both of which also starred Marth. This stage was going to feature dragons, mages, and even ballistae slinging stones at a castle,[18] a concept that was later realised with Castle Siege. No hacks exist that allow players to start a match on AKANEIA.
  • DUMMY consists of a black background with a lone invisible platform that can be made visible with the debug menu. Loading this stage via the debug menu without additional hacking crashes the game. DUMMY's purpose in the game, if any, is unknown.
  • ICETOP and 10-2 are both identical stages that load Icicle Mountain without the music. ICETOP was intended to be a second Ice Climber stage,[19] as all other starter universes feature two stages, and 10-2 was to be a second Ice Climber stage in Adventure Mode after 10-1ICEMT, the internal name for the Ice Climbers stage in the Adventure Mode. Loading this stage via the debug menu without additional hacking crashes the game.
  • TEST is assumed to be a stage used for testing various gameplay elements. It consists of a large, gray test stage with a number of different moving platforms, and a background depicting a photo of Caffé Verona in Palo Alto, California, an image commonly used in OpenGL testing. The song "Corneria" plays on this stage.
  • TSEAK was intended to be Sheik's own Target Test, distinct from Zelda's. Remnants of the stage consist only of a single dark gray platform and three targets.

Considered[edit]

  • A stage based on the Sprout Tower from Pokémon Gold & Silver was considered in the development of Melee.[20]

Gameplay[edit]

  • In the gameplay and demos shown at E3 2001, the hitstun dealt seemed to be the same as in the previous Super Smash Bros., with a hitstun multiplier of 0.52. However, in the final game it was changed to 0.4, possibly due to the increased falling speed of each character making recovery too difficult with such a high level of hitstun.
  • It may have been possible to up smash out of shield without using jump-cancelling which would later be implemented in Ultimate.[21] Additionally, shields were much bigger and perhaps less susceptible to shield stabbing. This gives possible explanation for why Mr. Game & Watch's shield is so small compared to his body, as the shield sizes may have been haphazardly reduced in the final months of production.
  • It is speculated that L-cancelling removed all landing lag from aerials, like in the previous Super Smash Bros., instead of reducing it by half.
  • The instruction booklet had an image for the description for Stamina mode showing all four characters having over 150 HP of stamina, which cannot occur in normal gameplay. Players in a Stamina match always start with 150 HP, and this value cannot be edited without the use of a hacking device.
  • Early screenshots show that damage percentage font remained white instead of reddening and eventually blackening with climbing percentages.
  • In the E3 reveal trailer, an early, less exaggerated version of Mario's neutral special animation can be seen.
  • In E3 promotional material, an early version of Bowser's neutral special, Fire Breath, can be seen with an unfinished animation for his hair.
  • The Special Movie shows characters in gameplay with several sound differences.
    • In one clip, Mario yells a "Kiai" upon picking up a Hammer, but in the final game, none of the characters vocalize when they pick up the hammer.
    • While most of Peach's voice clips are those from the final game, there are a few that are not. In Bowser's vignette, Peach yells "Yahoo!" while throwing a vegetable at him, which does not occur in normal gameplay. During the ending clips showing all the characters, Peach's clip features her taunting, with her saying "All right!" instead of "Sweet!" The voice actor in these voice clips seems to be Leslie Swan instead of Jen Taylor, as they sound like how Peach sounded in the International version of Mario Kart 64.
    • Pikachu was initially silent while charging Skull Bash.
    • An unused shout from Popo while performing Blizzard can be heard during the ending montage. That unused sound was deleted before the game was ever launched.
  • Early screenshots, footage, and the Special Movie show that characters, if selected by more than one player, could use the same alternate costume. Unlike in Team Battle, however, there was no change in contrast. This also assumed to be purposefully done using debug mode to film the Special Movie.
  • Captain Falcon's Blood Falcon alternate costume originally had "Hell Hawk," the Japanese name of Blood Falcon's vehicle, written below the Blood Falcon emblem on its back.
  • The Special Movie shows certain differences in characters' moves.
    • Captain Falcon's Falcon Punch is seen to be as fast as it was in Super Smash Bros., and his taunt was initially not animated as smoothly.
    • Kirby's Vulcan Jab combo did not feature small projectiles in front of his hands.
    • Link's Bow did not glow upon being fully charged.[22]
  • Donkey Kong gradually descended while performing Spinning Kong in the air instead of gaining some altitude.[15]
  • The first shot in a series of rapid shots from Fox's Blaster dealt hitstun in addition to damage, instead of only dealing damage like the rest of the shots. Fire Fox seemed to cover a shorter distance. His Reflector could seemingly be landcancelled like in the original Super Smash Bros.,[23] but it is unknown if this means that it could not be jump cancelled as well.
  • KOing a Goomba in the Adventure Mode caused a screen shake effect.
  • Ganondorf, in version 1.0 of Melee, has an animation that can be found by using the Bunny Hood item, where it seems like he has a second jab. This jab attack can be accessed by a glitch and seemed to indicate that he was to have a jab similar to Falcon, but it was scrapped for unknown reasons.
  • Master Hand and Crazy Hand were intended to have a grab team attack that would have been activated by pressing Y← while playing as Crazy Hand and Y↑ as Master Hand. In the final game, the attack is disabled. Viewing the subaction data reveals the attack is incomplete, as Crazy Hand has no hitboxes for the attack.[24]
  • Characters could jump after performing an air dodge.[25]

Items[edit]

  • The Proximity Mine from Perfect Dark replaced the Motion-Sensor Bomb item from GoldenEye 007, though the original Proximity Mine was ultimately kept in the Japanese version of the game.
  • The Pokémon Ditto was supposed to appear from Poké Balls. It can still spawn through use of the debug menu, but when summoned, it simply says "Mon-mon!", after its Japanese name "Metamon", spins while stretching vertically, then disappears, with its spinning animation inflicting weak damage and knockback to players. Ditto was still mentioned in the game's official strategy guide, stating that "Ditto will Transform into the player who threw the Poké Ball, then join up with him or her for a short time."[26] This suggests that Ditto was perhaps a late cut to Melee. Ditto itself makes a cameo in the game's Tournament Mode, acting as a graphic for Random characters. Ditto would later be incorporated to the roster of summonable Pokémon in Ultimate, with the exact same function it was intended to have in Melee.
  • The Poké Ball Pokémon Electrode originally did not darken before using Explosion.
  • Summoning items analogous to Poké Balls called "Assist Capsules" were planned for Melee but were dropped, later appearing in Brawl as Assist Trophies.[27]
  • For a brief time, information relating to Sukapon from Joy Mech Fight was accidentally posted on the Japanese website. Sakurai later mentioned that Sukapon was originally going to be an item that characters could ride on, but was cut due to "adult matters".[28] Sukapon later became an Assist Trophy in Ultimate.
  • The Timed Mine from GoldenEye 007 was originally going to appear in the game. It was likely scrapped due to licensing issues, or its close visual similarity with the Motion-Sensor Bomb.[29]
  • "ItemBlind" is a unique animation for every character which can be found within the game's data. Each animation puts the character in a stunned or blinded state, aimlessly reaching out. It is a speculated to correspond to a cut item from the game.[30]

Menus[edit]

  • Certain menu selections, specifically the Trophies, Options, and Data selections in the Main Menu (then-called "Top Menu"), as well as the Special Melee selection in the Vs. Mode menu, were all blanked out with "?"s. Furthermore, the panel to the right of the menus previewing the menu of the currently selected menu selection, looked considerably different.
  • The Lottery interface had a radically different design, with the actual machine being considerably larger and featuring a model ship, roulette wheel and craps table in the background.
  • The earliest character select screens aligned the character portraits to one side. Each of these screens featured less than 14 character portraits. Additionally, similar to the original Super Smash Bros. beta character select screen, the words "Battle Royal" were displayed in the top left corner instead of "Melee." Finally, the "Press Start" banner on the "Ready to Fight!" band was not located on the banner and instead just above the player boxes.
    • Upon entering the character select screen, a short animation was originally intended to play, showing the icons for clone characters coming from behind the character they are based on.
  • Later versions of the character select screen close to the game's release looked nearly identical to the final product. One image on the Japanese website shows Zelda's character portrait covered by a "?" mark, like other secret characters. As Sheik's playability was revealed before Zelda's, the move is speculated to avoid spoiling the surprise of Zelda's playability. This screenshot also shows that the Ice Climbers' Japanese name was hyphenated.
  • The stage select was formatted differently, with Brinstar placed on a top row and Corneria being in the middle. "?" portraits were also in place of presumably the two Special Stages and three Past Stages.
  • All-Star Mode was intended to have intro screens nearly identical to the ones found in Classic Mode. They were ultimately unused, with the mode ultimately using the All-Star Rest Area in transitions between fights. These intros can be viewed in the debug menu, and it is notably the only way players can see the unused intro images for Ganondorf, Sheik, and Roy.[31]
  • The earliest Classic Mode intros also looked vastly different from the final version's, featuring different character artwork and no maps or backgrounds. However, Bowser's Classic Mode render remained the same but was positioned more towards the background, and so appeared slightly smaller.
  • The Game Over screen has a leftover "YES" action in the code which this option does nothing if the player has low coinage leaving no choice to quit the session and have to start over. It was likely to be done when this game was released as a coin-op arcade game.
  • The game reveals to have unused animations leftover, called "Selected" and "SelectedWait". The names of these animations, along with the video, reveal they were intended to play upon selecting a character, akin to the original Super Smash Bros.

Trophies[edit]

  • Six trophies (Meowth, Annie, Bayonette, Ray MK II, Milk, and White Cat) were fully rigged if viewed in a 3D software. It's possible that the rigs were left over by accident during development.
    • Oddly, the filename for the Meowth trophy is suffixed with the letter R, which is used internally to designate the trophies for playable fighters.
  • More Fire Emblem trophies were planned to be included in the game, but they ultimately proved too complex to make compared to other trophies.[32] In the final game, the only two Fire Emblem trophies are those for Marth and Roy after completing Classic Mode with either character.
  • Trophies from games by Rare Ltd. were planned to be included in the game, but they were later dropped due to issues contacting Rare, according to a Nintendo Dream interview with Sakurai[33].[34] Trophies from third-party vendors later appeared in Smash 4.

Bonuses[edit]

Some Bonuses were left out of the final game, though they can be accessed with an Action Replay. The reason for their removal is unknown.

Name Points Given Requirement
Barrel Blast KO x300 Used a Barrel to KO someone.
Crash & Burn -500 All Meteor Attacks Missed.
Deflector 1000 Unknown (presumed to be something to do with reflecting attacks)
Green Shell Shooter x800 Caused damage twice or more with a Green Shell.
Poolshark x300 Threw one enemy into another.
Red Shell Shooter x400 Caused damage 3 or more times with a Red Shell.
Ricochet Rifler x800 Deflected shot hit an enemy.

Sounds[edit]

  • Captain Falcon has unused audio files called SFXV_CAPTAIN_BLUEF which is him saying "Blue Falcon!" and SFXV_CAPTAIN_COMEON which is him saying "Come on!" . Both audio files would be later used in the next game for his Final Smash.
  • Both Dr. Mario and Luigi have unused leftover audio for Mario's Taunt sound effects.
  • Marth has an additional phrase that goes unused: "レッツダンス!" "Rettsu dansu!", the English phrase "Let's Dance!" approximated phonetically in Japanese.
  • Zelda has an unused audio files called SFXV_ZS_ZELDA_FIRE which is alternate take for Din's Fire and SFXV_ZS_ZELDA_N_AI which is likely an audio file for Nayru's Love since Ai (愛) means love in Japanese.
  • Mario and Ganondorf have an unused audio file called SFXV_MARIO_KIRIFUDA and SFXV_GANON_KIRIFUDA respectively. The latter would later be used in the next game as his Wii Remote selection sound.
    • "Kirifuda" (Japanese: 切り札 or 切札) means a "trump card" or "last resort" in Japanese, strongly suggesting that Final Smashes were also planned in Melee, whose Japanese name, Saigo no Kiri Fuda (最後の切りふだ), translates to Final Trump Card.
  • Both Pikachu and Pichu have an unused audio file called SFXV_PIKACHU_SUTEMI and SFXV_PICHU_SUTEMI respectively.

Music[edit]

An unused version of the music on the Temple stage features different instrumentation, using Ocarina of Time-esque music sounds.[35]

During the Spaceworld 2001 demo, a different version of "Bein' Friends" played on Onett. Compared to the final version, which is a medley with "Eight Melodies" and "Mother Earth", this version resembles an instrumental of the version of "Bein' Friends" that played on MOTHER (Original Soundtrack).[36]

Box art[edit]

The original boxart depicted an in-game screenshot of Mario getting attacked by Bowser with his Fire Breath instead of showing Mario, Bowser, Link, and Pikachu fighting. The lighting on Hyrule Temple was also considerably brighter. While unused for the final game, this box art was used for some of the game's early promotional material, such as websites accepting orders for the game, a Nintendo employee lanyard at events,[37] and some print advertisements and retail catalogsMedia:MeleeWalMartAdvert.png.

See also[edit]

References[edit]

  1. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1009/index.html
  2. ^ https://www.youtube.com/watch?v=cu0ocEusrjs
  3. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return512.html
  4. ^ [1]
  5. ^ https://www.engadget.com/2012-03-19-thank-kojimas-son-for-getting-snake-into-smash-bros-brawl.html
  6. ^ http://nsidr.com/archive/e-3-interview-super-smash-bros-brawl-miyamoto-sakurai/
  7. ^ https://www.youtube.com/watch?v=jK1Kp679FGc&t=1899
  8. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn025.html
  9. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn049.html
  10. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/PostReturn003.html
  11. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return506.html
  12. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return526.html
  13. ^ [2]
  14. ^ http://www.ign.com/articles/2001/06/16/inside-super-smash-bros-melee-part-iii-gamecube?page=5
  15. ^ a b c https://www.youtube.com/watch?v=9exe4q9ykaQ
  16. ^ https://www.youtube.com/watch?v=FYoZLTKoAlM&feature=youtu.be&t=697
  17. ^ https://www.youtube.com/watch?v=vAqq019dOpg
  18. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return527.html
  19. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return554.html
  20. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return520.html
  21. ^ https://youtu.be/RK-RqQTEppw?t=7m36s
  22. ^ http://www.nintendo.co.jp/ngc/galj/movie/galj_ml1.wmv
  23. ^ https://youtu.be/RK-RqQTEppw?t=6m43s
  24. ^ https://youtu.be/A9QaJn0oTIU
  25. ^ https://youtu.be/rOt_R53ymFM?si=9VIyZPv3XCR8OHsh&t=349
  26. ^ http://www.sourcegaming.info/2015/04/13/the-definitive-unused-fighters-list-in-smash/#%5BMelee%5D
  27. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return537.html
  28. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return510.html
  29. ^ https://www.youtube.com/watch?v=x2zZoAqEbXY
  30. ^ https://www.youtube.com/watch?v=RySzY21Oenk
  31. ^ https://www.youtube.com/watch?v=NGOzsSEBO9Y
  32. ^ http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return569.html
  33. ^ https://twitter.com/PushDustIn/status/1138759804208291841
  34. ^ http://nintendoeverything.com/rare-not-upset-that-nintendo-didnt-request-conker-banjo-in-smash-bros
  35. ^ https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0118/kokaon.html
  36. ^ https://www.youtube.com/watch?v=vAqq019dOpg
  37. ^ https://twitter.com/davidvkimball/status/1352339240256851968