Super Smash Bros. series
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'''Beta elements''' are components of the [[Super Smash Bros. series|''Super Smash Bros.'' series]] that, for whatever reason, are removed or altered before that game is released. Known info about beta elements usually comes from one of two sources. The first is information released about a game, by its creators, before the game is complete. The second is data found within the coding of a game that serves no purpose, but could have been implemented into the game at one point.
'''Unused content''' refers to components of video games that were removed or altered before the game is released. Known info about unused content can come from a variety of sources: a developer can reveal information about the game's development, promotional material may use earlier builds of the game that contain later-removed elements, unused or incomplete code and files can be found within the finished game, and people associated with the game can leak or sell pre-release builds of the game, normally years after the game has been released.  


==''[[Super Smash Bros.]]''==
[[File:Kirbyspecialbeta.png|thumb|One of the most well-known beta elements is Kirby using his {{b|Hammer|move}} in midair as he did in ''[[Melee]]'', during ''[[Brawl]]''{{'}}s [[E3]] 2006 trailer.]]
 
Many elements removed from the final games have been found in all ''{{b|Super Smash Bros.|series}}'' games. Many of these have been seen in gameplay trailers, such as {{SSBB|Kirby}}'s "Melee" {{b|Hammer|move}} being used in midair at the [[E3]] 2006 trailer. His Hammer in midair was later changed from multiple circular swings to two powerful horizontal swings. Some of the best known beta elements include the [[Kirby (universe)|Kirby]]-themed stages in ''[[Super Smash Bros.]]'', removed stages such as [[DUMMY]] and [[AKANEIA]] in ''[[Melee]]'', and leftover character data for characters such as [[Mewtwo]], [[Roy]], and [[Dixie Kong]] in ''[[Brawl]]''.  
===Dragon King===
''Super Smash Bros.'' was initially developed by [[Masahiro Sakurai]] and Satoru Iwata in their downtime, in a form titled  ''[[Dragon King: The Fighting Game]]'' ({{ja|格闘ゲーム竜王}}, ''Kakuto-Gēmu Ryūō''), which lacked Nintendo characters. Sakurai, however, felt that the game could not provide the proper atmosphere on a home console without Nintendo characters, and they were soon added and the game was redesigned and renamed. Only four known images of Dragon King exist; no known video footage or working prototypes are known to exist.<ref>[http://us.wii.com/iwata_asks/ssbb/vol7_page1.jsp Wii.com] (Accessed on 9-18-08)</ref>
 
Below are the four known images of the game.
<center><gallery>
File:Dragon-King--The-Fighting-Game.jpg|
File:Dragon king 2.jpg|
File:Dragon king 3.jpg|
File:Dragon king 4.jpg|
</gallery></center>
 
===Beta gameplay elements===
A talk between Masahiro Sakurai and Satoru Iwata states that Sakurai had intended to add [[Final Smashes]] in the game. While he did record some dialogue for them, limitations of the Nintendo 64 prevented their inclusion; Final Smashes later became a reality nine years later with the release of Brawl. <ref>[http://us.wii.com/iwata_asks/ssbb/vol5_page1.jsp]</ref> While the sound effects of these Final Smashes are not accessible through normal play, they can be found through the use of the Debug Menu. These sounds include [[Ness]] yelling, "[[PK Starstorm]]!", [[Pikachu]] [[Volt Tackle|charging energy]], and [[Captain Falcon]] yelling [[Blue Falcon|"Come on!"]]. Other characters heard include [[Kirby (SSB)|Kirby]] and [[Link (SSB)|Link]]. In addition to the unused Final Smash clips, there are two unused Announcer voice clips: "Are you ready?" and "Final Stage." <ref>[http://youtube.com/watch?v=y_sVXdjakqU YouTube - Super Smash Bros. unused sounds] (Accessed on 11-22-2009)</ref>
 
===Beta stages===
 
In the final game, two early stages are only playable with a GameShark; their intended use is unknown, but because they share textures and a background with [[Dream Land]], it has been assumed that the two were meant to be other Kirby stages, or were testing stages before Dream Land's design was finalised. One of these versions, [[Kirby Beta Stage 2]], can be viewed in the "How to Play" tutorial, which itself can be seen by waiting on the title screen.
 
[[Saffron City]] and Dream Land also had minor differences with the final product; the roofs of buildings in Saffron City had a considerably brighter pink texture on them, while Dream Land had considerably darker shades of green, as well as much taller grass in the foreground and background.
<center><gallery>
File:super_smash_bros._kirby_beta.jpg|One of the Beta Kirby stages.
 
File:Dreamland beta.png|An older version of Dream Land. Note the darker coloration of the grass and trees.
 
File:ss_ssb_2.jpg|An older version of Saffron City, with considerably more pink and purple.
</gallery></center>
 
===Other beta elements===
In the character select, the question mark boxes where the unlockable characters [[Captain Falcon (SSB)|Captain Falcon]], [[Ness (SSB)|Ness]], [[Luigi (SSB)|Luigi]] and [[Jigglypuff (SSB)|Jigglypuff]] have their character portraits, were initially supposed to be colored, instead of the ordinary grey silhouettes with fiery backgrounds that appear in the final game; these coloured boxes matched the player number colours of red, blue, yellow, and green.
<center><gallery>
File:ss_ssb_1.jpg|The original character select screen.
</gallery></center>
 
==''[[Super Smash Bros. Melee]]''==
 
===Beta stage design===
The game initially only had 10 starter stages: [[Princess Peach's Castle]], [[Kongo Jungle]]. [[Great Bay]], [[Brinstar]], [[Yoshi's Story]], [[Fountain of Dreams]], [[Corneria]], [[Pokémon Stadium]], [[Mute City]], and [[Onett]].<ref>{{cite web|url=http://www.youtube.com/watch?v=mVel6eQP-xg|title=Smash Bros. Melee: Onett beta music }}</ref> 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.
 
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; the second was larger and had more blocks, while the third looked more similar to the Mushroom Kingdom of the previous game.
 
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.
 
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.
 
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.
 
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.
 
Additionally, footage shows the Ice Climbers and Samus appearing to be fighting in what looks like the [[All-Star Rest Area]]. 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 a 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.
 
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.
 
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 [[Fox (SSBM)|Fox]] and [[Falco (SSBM)|Falco]]'s stage [[Corneria]]. The stage's purpose is outlined by its ; the background image is also a common image to use in OpenGL testing.
 
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 stages, as it shares the name with the primary setting of the first Fire Emblem game, which also starred [[Marth (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, [[Sheik (SSBM)|Sheik]] seemingly was originally planned to have her own [[Target Test]] stage, separate from that of [[Zelda (SSBM)|Zelda]]; the remnants of the stage, however, consist only of a single dark grey platform and three targets.
 
<center><gallery>
File:BetaStages.png|An older Stage Select screen.
File:Hyrule_Beta.png|Two platforms from the [[Temple]] stage that appear in the Special Movie but not during gameplay.
File:templebeta.png|Peach standing on the unknown platform from an early version of Temple.
File:greatbaybeta.png|Ness walking out of what is now a part of the Great Bay background.
File:BetaGreatbay.jpg|There are only three pillars in this version of Great Bay.
File:betayoshi.png|An early version of Yoshi's Story.
File:BetaYoshisIslandSSBM.jpg|Yoshi's Island with 5 blocks, much smaller in comparison with the rest of the stage.
File:BetaYoshiIsland.png|Donkey Kong stands on the 5 blocks.
File:Kingdom.jpg|Mushroom Kingdom's early design.
File:BetaFourside.PNG|Early versions of Fourside had more generic, black-and-white buildings in the background.
File:BetaStadium.PNG|Early versions of [[Pokémon Stadium]] had blank screens.
File:Pokemon_Stadium_Beta.png|The TCG's Fire icon appears in the background of Pokémon Stadium.
File:BetaRC.PNG|An early layout of Rainbow Cruise with notable differences from the final version.
File:sheikunknown.png|Sheik standing on what is a early version of Jungle Japes.
File:BetaTeleporter.PNG|The Ice Climbers and Samus both on what appears to be the All-Star Rest Area, which is not possible in the final version.
File:BetaAdventureMode.png|Yoshi traverses a early Mushroom Kingdom in the [[Adventure Mode]].
File:Test Stage SSBM.png|A panorama of the [[TEST|test level]].
File:BetaSheikTargetTest.png|Sheik's early Target Test stage.
</gallery></center>
 
===Beta menus===
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.
 
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.
 
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.
 
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.
 
Finally, All-Star Mode was intended to have intro screens, almost identical to the ones found in Classic. They were ultimately removed, though they are still fully accessible in the Debug Menu. 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. Later beta Classic Mode intros had slightly different looking icons on the top of the screen for the "map", and the background the characters were on was considerably brighter than the final product's.
 
<center><gallery>
File:Betamenu2.png|A early menu screen, with blanked out selections, as well as a different name ("Top Menu")
File:Betamenu.png|A early menu screen, with blanked out selections and a different panel to the right.
File:BetaLottery.PNG|A early version of the [[Lottery]] interface.
File:BetaCharacterSelect.jpg|One of the first character select screens in ''Melee'', with different tokens and a different layout.
File:Meleebetasel.jpg|Another older character-selection screen. Note that Kirby, Peach, Zelda, and Ice Climbers are missing.
File:betameleescreen.jpg|While finalized in design, Zelda's portrait is missing in this picture from the Japan website.
File:BetaAllStarIntro.png|An intro screen intended for use in All-Star mode.
File:BetaClassicMode.jpg|A early Classic Mode screen.
File:Super Smash Bros. Melee Classic Mode.png|A near-complete Classic Mode screen.
</gallery></center>
 
===Beta trophies===
Early screenshots showed the [[Motion-Sensor Bomb]] to be much different; these screenshots actually showed it to be a Proximity Mine from ''[[wikipedia:Perfect Dark|Perfect Dark]]'' rather than the Motion-Sensor Bomb from "TOP SECRET" (actually ''[[wikipedia:GoldenEye 007|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 Carrington Institute, an area in Perfect Dark. Why the ''Perfect Dark'' Proximity Mine was changed to a ''GoldenEye 007'' Motion-Sensor Bomb remains unknown to this day; a common theory put forth claims that the change was due to ''Perfect Dark's'' ESRB's rating of M (for audiences of the age seventeen or higher), while ''GoldenEye 007's'' ESRB rating, like ''Melee's'', was T (for audiences of age thirteen or higher).
 
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 seal clubbing; while a highly volatile topic in North America and Europe, the issue is rarely brought up in Japan.
 
<center><gallery>
File:MeleeMotionSensorBeta.png|''Super Smash Bros. Melee''<nowiki>'</nowiki>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".
File:Topitrophy_beta.jpg|The original Topi trophy.
</gallery></center>
 
===Beta gameplay===
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.
 
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.
 
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.
 
Early screenshots 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.
 
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.
 
<center><gallery>
File:Ditto ground.jpg|Ditto's appearance in ''Melee'', before disappearing.
File:BetaStamina.png|An image in the manual that shows HP values over 150 HP, which does not occur normally.
File:BetaCostuming.PNG|Here all four players have the same [[Palette swap|color scheme]], impossible in the final version sans glitches.
</gallery></center>
 
===Unused 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'''
|-
|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.
|}
 
===Other beta elements===
The opening sequence of ''Melee'' was slightly different; the middle section which shows actual gameplay has different animations and characters. It can be viewed here: [http://www.nintendo.co.jp/ngc/galj/movie/galj_ml1.wmv].
 
{{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 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.
 
<center><gallery>
File:Hell Hawk.jpg|Captain Falcon with "Hell Hawk" emblem
File:BetaBoxArtMelee.jpg|The original boxart for ''Melee''.
</gallery></center>
 
==''[[Super Smash Bros. Brawl]]''==
 
===Beta gameplay===
Some of the [[series symbol]]s were initially the same as in the previous two games, but they were revised as time went on; the Mario series mushroom icon was refined and given spots, the Poké Ball icon has the top half colored in to properly represent how it is usually red, the Screw Attack icon was given more bends and another outline, and the Yoshi egg's angle was changed, with a slightly different arrangement of spots.
 
Multiple attacks were also changed between the game's development and release. [[Kirby (SSBB)|Kirby]]'s [[Hammer (move)|Hammer]] move is an example; when he uses hammer in mid-air  in ''SSBM'', he does a vertical spin, but in ''SSBB'', he does a horizontal spin. In the first trailer, released at E3 and included on the game disc, features him doing the former. Unused animations also exist on the disc showing Kirby walking with the hammer still out, along with an animation of him swinging the hammer; this has been taken as a sign that the hammer Kirby uses was meant to be charged.
 
In the Nintendo World 2007 trailer, when Fox appears, he has his [[Blaster]] in his hand during the whole battle despite the fact in the final release he only uses the blaster when using his standard special move; additionally, animations left in the game data show both Fox and Falco inspecting the environment before putting their blasters away.
 
Another early element is [[Link]]'s [[Spin Attack]]. In the first and second trailers, it's given the appearance that there are two strikes on top of each other; in the final game, however, there is only one strike. The early Spin Attack also lacked the red overlay on the slashes.
 
[[Pikachu]]'s [[Quick Attack]] was also altered; in the first trailer it's shown doing 2 "bip" sounds when he gets teleported, however, in the final version the sound from the move is different, and it only makes one sound, on the first teleport.  
 
Snake, in particular, had many differences from the final product. For his grab, in some early pictures, he's shown grabbing some characters with more accuracy than in the final version. One picture shows Snake grabbing [[Ike]] from his right arm and mouth, but in the final version his grab move is shown with less accuracy, with every character being grabbed by the head. Snake's mines also were considerably more realistic-looking, sporting a drab, dark grey-green look instead of the light grey seen in the final game.
 
In trailers, characters were also shown to be KO'd via the colourful explosion when they crossed the upper [[blast line]]. In the final game, normal characters can only be KO'd this way in the Subspace Emissary.
 
[[wikipedia:Entertainment for All|E for All 2007]] had a playable demo of ''Brawl'' available. This demo was lacking several starter characters: {{SSBB|Kirby}}, {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Pokémon Trainer}}, {{SSBB|Ice Climbers}}, {{SSBB|King Dedede}}, {{SSBB|Wario}}, {{SSBB|Olimar}}, and {{SSBB|Lucas}} are all starters in the final game, but were unavailable in the demo. The demo did, however, allow {{SSBB|Sonic}} to be playable from the start.
 
By examining the textures of certain characters, it is shown that visible battle damage was at one point planned to be in the game, as evident by such unused textures as a Meta Knight mask texture with large gashes over his helmet and a cracked visor for Captain Falcon.
 
There also exists some unused [[Palette swap]]s for characters on the game's disc. One such unused costume was a blue-coloured Luigi, under the name FitLuigi02.pac/.pcs. Unusually, this costume has its shadow model integrated into the model itself as a polygon, rather then having it as a separate model.
 
<center><gallery>
File:IconBeta.png|An earlier version of the character stock icons.
File:kirbyspecialbeta.png|Kirby using his forward special from Melee on Halberd in the E3 2006 trailer.
File:KirbyBrawlHammerWalkUnused.gif|Kirby walks around with the hammer...
File:KirbyBrawlHammerMaxUnused.gif|...and stops to swing it.
File:BetaLinkSpinAttack.png|Link's Spin Attack is considerably more slanted, and has no red effects to it.
File:BetaFoxBrawl.jpg|Fox with his Blaster in his hand, as seen in the E3 trailer.
File:BetaFoxBlaster.jpg|Early screenshot showing Fox with his Blaster in hand.
File:Betablaster.png|Fox and Falco look around before holstering their weapons.
File:SnakeBomb.png|Snake's original down-smash mine.
File:BetaSnakeGrab.jpg|Snake has a considerably different grip on Ike than in the final game.
File:BetaStarKO.png|Mario and Link are KO'd, leaving behind a colourful explosion, which doesn't occur in ordinary gameplay.
File:E for All 2007 Character Select.jpg|The E for All 2007 character select.
File:BetaMetaKnight.jpg|Meta Knight with a cracked helmet.
File:BetaCaptainFalcon.jpg|Captain Falcon with a chipped visor.
File:Bluigi.png|Luigi's unused blue palette swap.
</gallery></center>
 
===Beta stage design===
Screenshots of early stage design are more difficult to find for ''Brawl'' than ''Melee''.
 
Similar to the early screenshots for ''Melee'', the initial Pokémon Stadium 2 had no graphics on the screen 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.
 
<center><gallery>
File:NintendogBetaScreen.jpg|A scene from the 2006 trailer. Notice how Snake's box is located at a normally inaccessible part of the stage.
File:BetaStadiumScreen.jpg|Notice how the jumbotron behind [[Pokémon Stadium 2]] is blank, while in the final that never happens during normal gameplay.
File:Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final.
</gallery></center>
 
===Beta single player elements===
Multiple scenes in the Subspace Emissary were cut due to time constraints, which leaves some parts of the story out; however, an update on the [[DOJO!!]] explained these removed cut scenes. Among the explanations include how the Subspace Army takes over the Halberd and King Dedede unintentionally stalls Meta Knight from preventing it from happening.
 
A TV spot for ''Brawl'' also shows [[Mario]] instead of [[Kirby]] fighting [[Petey Piranha]].
 
The font for enemies in the developing Subspace Emissary was slightly different and considerably more spaced out. Additionally, a early screenshot of "The Battlefield Fortress" shows a considerably less overcast and brighter sky.
 
[http://www.youtube.com/watch?v=CIZtLTXhORo A early classic mode screen] appears in the ISO file as well. Unusually, it uses a sound effect from ''Melee''.
 
The {{SSBB|Pokémon Trainer}} has unused jumping, falling, and landing animations that one can presume were intended to be used for traversing stages. In the final game, he simply [[Space Jump]]s when his Pokémon gets too far offscreen.
 
<center><gallery>
File:Subspace Army Unknown3.jpg|A less gloomy version of [[Battlefield Fortress]].
File:Plain.jpg|A early image from [[The Plain]] of the ''SSE''. Note that the font for the enemy name ([[Primid]], here) is different.
Image:PokemonTrainerJumpSSBB.gif|Unused jump animations for the Pokémon Trainer.
</gallery></center>
 
===Scrapped characters===
Multiple unused character data files were found in the disc. Sometimes colloquially referred to as "The Forbidden Seven", they consist of:
*[[Dixie Kong|"dixie"]]
*[[Dr. Mario#Hacking|"dr_mario"]]
*[[Mewtwo#Hacked data|"mewtwo"]]
*"roy"
*"Pra_Mai"
*"toon_sheik"
*"toon_zelda"
 
The characters are believed to have been meant for inclusion, but were later scrapped. In the case of Dr. Mario, Roy and Mewtwo, it's also believed that the data could have been imported from ''Melee'', though both Roy and Mewtwo have [[Music (SSBB)#Removed tracks|unused fanfares]] in ''Brawl''. Dixie Kong is another character from the Donkey Kong series, and Toon Zelda was to be based on a cel-shaded Zelda from The Wind Waker, similar to [[Toon Link]]; as a cel-shaded version of Sheik has never appeared in the Zelda series, it is unknown how she was to be implemented. The identity of "Pra_Mai" is unknown; two common theories state that Pra_Mai is the data for the Random Box on the character select screen, as its name in Japanese loosely translates to "Every Player", or that the data is for the Pokémon characters Plusle and Minun, as their Japanese names are '''Pra'''sule and '''Mai'''nun. Roy's identity has also been debated; while frequently speculated to be the ''Fire Emblem'' character, others claim that the character could represent another character named Roy, such as [[Roy Campbell]] or [[supermariowiki:Roy Koopa|Roy the Koopaling]].
 
The inclusion of the character files led to the [[List of rumors#Downloadable content rumor|formation of a rumor]] that was later proven false.
 
Data for an unused [[Ridley]] assist trophy also exists; it is believed to have been scrapped in favour of a boss version of Ridley. [http://www.destructoid.com/elephant/photo-m.phtml?post_key=68272&photo_key=29687]
 
===Beta names===
[[Wario Bike]], [[Drill Rush]], [[Summit]], [[Halberd]], Rainbow Cruise, and "[[Flower Blooms in the Echoes]]" were originally called Wario Chopper, Triple Dash, The Summit, Battleship Halberd, Rainbow Ride, and, "Flowers Bloom on the Notes" respectively. It's unknown why they changed these names, although they likely changed Rainbow Ride because it was a ''Melee'' stage that had been misnamed "Rainbow Cruise" in that game (although it remains "Rainbow Ride" in the PAL regions, again because it was called "Rainbow Ride" on the PAL version of ''Melee'').
 
Also, the description for the My Music options originally said, "Adjust how often a song will appear on this stage." It has since been revised in a general tone to say, "Adjust how often songs appear on stages." Along with this, one piece of music that was planned for the Delfino Plaza stage was later moved to Luigi's Mansion, that track being {{SSBBMusicLink|Super Mario Bros.|Castle / Boss Fortress (Super Mario World / SMB 3)}}
 
Finally, one minor change was made to the [[Friend roster]] before release. In a pre-release version of ''Brawl'', the friend roster would display friends as "on-line" and "off-line", but in the final release, the hyphen was removed. This meant that the friend roster would instead display friends as "online" and "offline".
 
<center><gallery>
File:Mymusic.jpg|An early version of [[Delfino Plaza]]'s [[My Music]] with a track later moved to [[Luigi's Mansion]].
File:Sticker.jpg|An early version of the [[sticker]] album.
File:FR.jpg|An early version of the [[Friend roster]].
</gallery></center>
 
===Scrapped Masterpieces===
In all versions of the game, a [[Masterpiece]] of Donkey Kong Country was to be included. It is believed the game was not included due to rights issues; Donkey Kong Country was initially made by Rareware.
 
In the American and PAL versions, Masterpieces featuring ''Fire Emblem: Monsho no Nazo'' and ''EarthBound'' are believed to have been planned to be included, as their data is found on the disc. Another theory, however, is that the games were simply leftover data from importing the data of the Japanese version.
 
===Scrapped music===
Within Brawl's game data, many unused and empty music files have been found on the disc. The reason that they were removed is unknown, though speculation has it that some tracks removed due to copyright issues, limited space, or simply personal preference by the developers.
 
All track files in this list are empty in the disk; as hackers are unable to play the songs, the identity of each individual file can only be guessed based on its filename. In some cases, this can lead to ambiguity on what the song is.
 
{| class="wikitable"
|-
! File Title in ''Brawl''’s code
! Category (based on prefix)
! Song Identity Theories
|-
|snd_bgm_A11_MLRPG02
|''Mario''
|Unknown song assumed to be from ''[[supermariowiki:Mario & Luigi: Partners in Time|Mario & Luigi: Partners in Time]]''.
|-
|snd_bgm_A12_MORINOKINOKO
|''Mario''
|Japanese translates to "Mushroom Forest"; theories include "Beware the Forest's Mushrooms" from ''[[supermariowiki:Super Mario RPG: Legend of the Seven Stars|Super Mario RPG: Legend of the Seven Stars]]'' or "In the Mushroom Forest" from ''[[supermariowiki:Mario Party|Mario Party]]''.
|-
|snd_bgm_C06_KAZENOSAKANA
|''The Legend of Zelda''
|Japanese translates to "[[zeldawiki:Ballad of the Wind Fish|Ballad of the Wind Fish]]", a notable song from ''[[zeldawiki:The Legend of Zelda: Link's Awakening|The Legend of Zelda: Link's Awakening]]'', as well as an unrelated song from ''[[zeldawiki:The Legend of Zelda: Majora's Mask|The Legend of Zelda: Majora's Mask]]''.
|-
|snd_bgm_E04_COOKIE
|''Yoshi''
|Unknown song assumed to be from ''[[supermariowiki:Yoshi's Cookie|Yoshi's Cookie]]''.
|-
|snd_bgm_G06_COMMAND
|''Star Fox''
|Unknown song assumed to be from ''[[lylatwiki:Star Fox: Command|Star Fox: Command]]''.
|-
|snd_bgm_J01_STAGECHANGE
|''Fire Emblem''
|Stage change background sounds for Castle Siege.  Others hypothesize that it may be a stage transition theme from a ''Fire Emblem'' series game, similar to "Preparing to Advance".
|-
|snd_bgm_J05_ERABARESHI
|''Fire Emblem''
|Hypothesized to be a shortened form of the Japanese "Erabareshimono" which translates to "Chosen Ones", a song from ''[[fireemblemwiki:Fire Emblem: Monshou no Nazo|Fire Emblem: Monshō no Nazo]]''.
|-
|snd_bgm_K02_SENTOUONIISAN
|''Mother''
|"Sentouonii-san" is the Japanese name for the [[wikibound:New Age Retro Hippie|New Age Retro Hippie]], an enemy from ''[[wikibound:EarthBound|EarthBound]]'' whose battle theme is similar to one from ''[[wikibound:Mother (video game)|Mother]]'', where a [[wikibound:The Hippie|similar enemy]] also appeared.
|-
|snd_bgm_K03_EIGHTMELODIES
|''Mother''
|"[[wikibound:Eight Melodies|Eight Melodies]]", a term describing two different songs: one from ''Mother'' and one from ''EarthBound''.
|-
|snd_bgm_K04_SMILEANDTEARS
|''Mother''
|"[[wikibound:Smiles and Tears|Smiles and Tears]]", the ending song from ''EarthBound'', which is based on the game's "Eight Melodies".
|-
|snd_bgm_K06_BECAUSE
|''Mother''
|Hypothesized to be "Because I Love You", a song from ''EarthBound''.
|-
|snd_bgm_M14_WARIOSTAGE
|''Wario''
|Song of unclear origin in the Wario universe.
|-
|snd_bgm_N04_RADIOTAISO
|''Animal Crossing''
|The Japanese "Radio Taisou" translates to "Radio Exercises," a song from ''[[nookipedia:Animal Crossing (GCN)|Animal Crossing]]''.
|-
|snd_bgm_Q03_SPORTSMEDLEY
|Miscellaneous songs
|Likely a medley of songs from the generic sports titles on the NES, such as ''Soccer''.
|-
|snd_bgm_R01_WILDTRACKS
|Miscellaneous songs
|Japanese name for the game ''Stunt Race FX'', so it is hypothesized to be a song from that game.
|-
|snd_bgm_S01_MAINTHEME
|''Metal Gear''
|Likely the Main Theme of a ''Metal Gear Solid'' game (as it is in the category with other Metal Gear universe songs).
|-
|snd_bgm_S09_BEATMANIA
|''Metal Gear''
|Hypothesized to be Metal Gear universe music from ''Beatmania''.
|-
|snd_bgm_T04_HOWTOPLAY
|''Super Smash Bros.''
|May have been a duplicate file of the "How to Play" music.
|-
|snd_bgm_U05_UCANDO
|''Sonic the Hedgehog''
|Likely a truncated form of the title "You Can Do Anything", a song from non-American releases of ''Sonic CD''.
|-
|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," song #55 in that game's Sound Test.  Others hypothesize it to be one of the other songs from ''Melee'' to not be present in ''Brawl'', such as Fourside or Yoshi's Story.
|-
|snd_bgm_X12_SIMPLEINTRO
|''Super Smash Bros.''
|Classic Mode Introduction
|-
|snd_bgm_X14_ENDING
|''Super Smash Bros.''
|Classic Mode Ending
|-
|snd_bgm_X24_HOW2PLAY
|''Super Smash Bros.''
|How to Play
|}
 
Along with the above music files, the following unused songs were also found in the data, intended for use in the Subspace Emissary:
 
*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
 
It is unknown if they were meant to be used as background music, or as fanfares.
 
===Scrapped victory themes===
Among the unused music files are various [[Fanfare|victory themes]] that are specifically attributed to one character, leading some to believe that most characters were to have an original flourish. In the final product, only {{SSBB|Meta Knight}} has a different fanfare than other characters of [[Kirby (universe)|his universe]].
 
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.
 
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.
 
===Scrapped enemies===
Amongst text data for enemy names, a few unused names exist, implying enemies that were cut. These names are:
*Melorin
*Mechaboom
*Bublit
*Blowm
*Plowm
*Aliians
*Aliian
[[Mizzo]] is also included in this list.


==See also==
==See also==
*[[Kirby Beta Stage 1]]
*[[Unused content (SSB)]]
*[[Kirby Beta Stage 2]]
*[[Unused content (SSBM)]]
*[[Test (stage)]]
*[[Unused content (SSBB)]]
*[[Unused content (SSB4)]]
*[[Unused content (SSBU)]]
*[[Small]]
*[[New]]
*[[TEST]]
*[[AKANEIA]]
*[[AKANEIA]]
*[[IceTop]]
*[[ICETOP]]


==References==
<references/>
[[Category:Hacking]]
[[Category:Hacking]]
[[Category:Beta elements]]
[[Category:Beta elements| ]]
[[es:Elementos beta]]

Latest revision as of 21:17, November 18, 2022

Unused content refers to components of video games that were removed or altered before the game is released. Known info about unused content can come from a variety of sources: a developer can reveal information about the game's development, promotional material may use earlier builds of the game that contain later-removed elements, unused or incomplete code and files can be found within the finished game, and people associated with the game can leak or sell pre-release builds of the game, normally years after the game has been released.

Kirby spinning his hammer in the E3 2006 trailer for Brawl. It resembles how he spins it in Melee, but in Brawl, he spins it horizontally in midair, meaning that it was changed during development.
One of the most well-known beta elements is Kirby using his Hammer in midair as he did in Melee, during Brawl's E3 2006 trailer.

Many elements removed from the final games have been found in all Super Smash Bros. games. Many of these have been seen in gameplay trailers, such as Kirby's "Melee" Hammer being used in midair at the E3 2006 trailer. His Hammer in midair was later changed from multiple circular swings to two powerful horizontal swings. Some of the best known beta elements include the Kirby-themed stages in Super Smash Bros., removed stages such as DUMMY and AKANEIA in Melee, and leftover character data for characters such as Mewtwo, Roy, and Dixie Kong in Brawl.

See also[edit]