Super Smash Bros. Brawl

Unused content (SSBB)

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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

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

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

  • 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, though 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

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

Victory Themes

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

Some characters have unused trophies with "R2" in the filename, showing them in various poses (most in possible gameplay poses, some not). It is possible that these were intended to be a third trophy for each character, similar to how every character in Melee has three trophies, and the concept was scrapped for an unknown reason. Some trophies are carried over from Melee. Most of them don't have the white part of the eyes. Out of all of the R2 trophies, only 15 can be hacked by replacing the R1 trophies to the game. For unknown reasons, Pikachu freezes the game if viewed. A version of LuigiR2 is used in cutscenes for the Subspace Emissary (albeit with his hat on), instead of his regular trophy.

Scrapped enemies

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

References