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Music (SSBB)

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Mario approaching a CD in Super Smash Bros. Brawl. Each CD will add a track of music to the player's music collection in the Sound Test option.

The music of Super Smash Bros. Brawl is made up of a very large collection of tracks, surpassing the size of Super Smash Bros. Melee's selection by an exponential amount. It is noteworthy as a huge compilation of Nintendo music, produced by a total of 38 individuals during one of the largest musical gatherings in video game history. Sakurai stated that his group of arrangement supervisors was asked to listen to "an elite selection of Nintendo music" and arrange several of their favorite pieces.

For information on the composers, see Smash Bros. DOJO!!'s list of credited musicians.

Sound Test Track List

As opposed to the previous installments, where this feature had to be unlocked through various methods, Super Smash Bros. Brawl features the Sound Test option from the very start of the game, and this mode specifically lists the source game of each piece and its credits. This is the full track list as ordered and arranged in the Music portion of Brawl’s Sound Test mode.

These 258 pieces do not include musical short pieces found in the Sound Effects, such as characters' post-battle victory themes. Even so, Brawl contains a few pieces that do not appear in Sound Test, as either Music or Sound Effects. These include at least the autumn/winter variation of the "Obstacle Course" track (that plays only on the Yoshi's Island stage), the six Saturday night tracks in Smashville, the ambiance track [1] used for Hanenbow, and strangely, the Cruel Brawl theme. [2]

Many of these tracks must be unlocked. Some of them are unlocked by beating certain game challenges, whereas many others are collected by simply grabbing random CDs. A CD Factory can make CD collection much more efficient.

Super Smash Bros. Brawl

Title Description Usage Notes
Super Smash Bros. Brawl Main Theme [3] The Main Theme which was revealed along with the game itself at the game's first trailer in E3 2006 before being posted on the DOJO much later. This thundering orchestral and choral piece with vocals sung in Latin was composed by famed Final Fantasy series composer Nobuo Uematsu, and its lyrics were supervised by Sakurai himself. Much of the original music in Super Smash Bros. Brawl is based in whole or in part on this piece. The first line is "Audi famam illius," which is translated in the end credits of the game as, "I've heard legends of that person." A default piece that plays in the Intro Sequence and in Adventure Mode: The Subspace Emissary in the cut scene The Great Invasion. Is a starter track in the game's Menu screens. Composer: SMILE PLEASE Co., Ltd.,
Arranger: HAL Laboratory, Inc.,
Lyricist: SORA,
Composition, arrangements, lyrics and translated lyrics Copyright Nintendo / HAL Laboratory, Inc.,
Composition Supervisor: Nobuo Uematsu,
Arrangement Supervisor: Shōgo Sakai,
Lyrics Supervisor: Masahiro Sakurai / Lyrics Translation: Taro Yamashita,
Soprano: Oriko Takanashi / Tenor: Ken Nishikiori
Menu 1 [4] This the default track for the game's menus screens. It is an arrangement of the Super Smash Bros. Brawl Theme without the vocals but it seems as if some humming is spread out through the piece. A starter track playing in the Menu selection. It is also heard in the second part of Midair Stadium and briefly in the final cutscene of The Ruined Hall. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Menu 2 [5] Taken from Super Smash Bros. Melee's Menu 2 track with minor melodic and instrumental changes. It is a remix of Melee's opening theme, with an abundance of slap-bass. An unlockable track for the Menu screens, obtained when all playable characters are unlocked. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Battlefield [6] An original track; it is another arrangement of the Brawl main theme, fast-paced with the idea to suit intense battles on the stage of the same name. A starter track in Battlefield. Also heard in the cutscene after The Plain, the second part of The Lake Shore, the entirety of The Canyon, and the second part of The Subspace Bomb Factory II in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Battlefield Ver. 2 [7] Another arrangement of the Brawl main theme, played by acoustic and electric guitar, flute, and fast-paced percussion. A starter track in Battlefield. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Final Destination [8] A powerful version of the Main Theme. Contains the first verse of the Main Theme's lyrics, from the first "audi famam" to "tetigit destruens." Note that where the Main Theme used a choir including men and women, this choir is all-male. The piece is composed to fit the changing background of the Final Destination. When the galaxy drifts by, the first verse of the Main Theme plays. In either of the wormholes, an electric guitar laden version of the Main theme plays. In the starry sky, an choir layered part plays. In the ocean view, a peaceful orchestration of the last part of the Main Theme plays, before shifting into a heavy metal ending played by an electric guitar before looping back to the beginning. A starter track in Final Destination, and it plays during the Classic Mode battle with Master Hand (and Crazy Hand). Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Online Practice Stage [9] Once again, a remix of the Brawl Main Theme is played here. It is played with an acoustic guitar and given a Latin feel to it. A default track that plays on the Online Practice Stage while a Wi-Fi match is loading. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Results Display Screen [10] Strings, piano, brass, and percussion are behind this original piece. This is basically a unique composition for analyzing results after battles. A default track that plays in the post-brawl victory screen after the winning character's short victory theme. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Tournament Registration [11] An original synthesized track that does not borrow from other Brawl tracks. A default track that plays in the Tournament Set-Up Screen. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Tournament Grid [12] A track meant to get a person warmed up for a Brawl. This piece is also the Tournament 1 work from Melee. A default track that plays in the Tournament Bracket screen during an active tourney. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Tournament Match End [13] Same as "Tournament Registration", but with additional instruments. A default track that plays at the conclusion screen of the Tournament mode. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Classic: Results Screen [14] A triumphant repeating orchestral piece. A default track that plays at the Results Screen that appears every time you win a match in the Classic Mode, All-Star Mode, or when you complete a stage in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
All-Star Rest Area [15] A light and relaxed track based on the main theme. A default track that plays in the Rest Station in the All-Star and Boss Battles modes Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Home-Run Contest [16] A short and very simple remix of a portion of the Credits theme from Super Smash Bros. Only lasts about 10 seconds, the length of time you are allowed to damage Sandbag in Home-Run Contest. A default track that plays during a session in the Home-Run Contest mode. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Boss Battle [17] An arrangement of the Super Smash Bros. Melee Menu 1 theme. A default track that plays during seven of the ten boss battles in the Boss Battles mode (all except the Hands and Tabuu). Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Trophy Gallery [18] A slow and relaxing rearrangement of the main theme. A default track that plays in the Trophy Gallery and Trophy Horde modes. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Sticker Album / Album / Chronicle [19] A very emotional strings remix of the Main Theme, meant to reflect on lasting memories. A default track that plays in the Sticker Album, Album, Chronicle and Replay screens. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Coin Launcher [20] A somewhat relaxing version of the main theme, toned down a bit for extreme coin launching concentration. A default track that plays during the Coin Launcher minigame. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Stage Builder [21] A very simple tune with noticeable parts from the Main Theme. A default track that plays when creating a stage in the Stage Builder mode. Compositions and Arrangements Copyright Nintendo/ HAL Laboratory Inc.
Target Smash!! [22] A faster, more peppy and cartoonish version of the Main Theme. A default track that plays during the Target Smash!! mini game. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Adventure Map [23] A strong, brash version of the main theme. A default track that plays on the map screen of Adventure Mode: The Subspace Emissary Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Step: The Plain [24] Another version of the main theme's ending that has a very desert-like, mysterious feel to it. A default track that plays in various stages/areas of the Adventure mode: The Plain, the third part of The Lake Shore, The Wilds II, and parts of The Great Maze based on Skyworld, The Lake Shore and The Wilds. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Step: The Cave [25] A dark, mysterious and foreboding piece. It only uses one short line of the main theme. A default track that plays in the last area of The Lake Shore, throughout The Cave, and in sections of The Great Maze in the Subspace Emissary based on The Battlefield Fortress and The Cave. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Step: Subspace [26] A somewhat "depressing" track, it is a version of the main theme, slowed down and reduced to a few clips of the melody. A default track that plays in the Entrance to Subspace, the first half of Subspace I and in parts of The Great Maze near pink Save Points in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Step: Subspace Ver.2 [27] Like the previous Subspace track, but with rising tunes that slowly lower, giving a very eerie feeling to it. A default track that plays in the second half of Subspace I in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Step: Subspace Ver.3 [28] Like the previous Subspace track, but with an even more foreboding feel to it. A default track that plays in the Subspace II level in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Boss Battle Song 1 [29] A fast-paced, frenetic take on the Main Theme, perfectly suited for an intense boss battle. A default track that plays during the boss battles with Galleom and Duon in the Subspace Emissary. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Boss Battle Song 2 [30] A tune that blends a variety of styles, including metal, synths, etc. There are parts similar to Multi-Man Melee 1 in this, which may be related to Tabuu's similarity in appearance to a Fighting Wire Frame. A default track that plays during the final boss battle with Tabuu in the Subspace Emissary and Boss Battles. Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Save Point [31] A light, airy, and somewhat unsettling version of the main theme. The sound of wind can be heard during this track. A default track that plays in the save areas of The Great Maze in the Subspace Emissary Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.
Credits [32] A powerful rearrangement of tracks and themes from all three Super Smash Bros. games. Opens with a lively rearrangement of the opening and credits themes of the original Super Smash Bros. Includes a piece of Super Smash Bros. Melee's menu theme. An emotional portion of Melee's opening theme is also played by piano. Concludes with a flute playing the last few lines of the Super Smash Bros. Brawl main theme, followed by a slightly more lively ending. A default track that plays during the end credits of the Subspace Emissary, accompanied by a video showing highlights of the Adventure Mode (to the tune of the music) Compositions and Arrangements Copyright Nintendo / HAL Laboratory Inc.

Super Smash Bros.

Specifically, this section of the Sound Test is almost entirely dedicated to tracks that return from Super Smash Bros. Melee, with one exception being a track returning from Super Smash Bros., in spite of the section's title simply being "Super Smash Bros." Also see Music (SSBM) and Music (SSB) for more information.

The composition and arrangement of the following tracks are copyright Nintendo, and other entities as noted, unless distinguished with the word only.

Title Description Usage Notes
Menu (Super Smash Bros. Melee) [33] An instrumental remix of the original Melee menu theme. A starter track on Battlefield and in the first part of the Midair Stadium. Arrangement: Motoi Sakuraba
Composer: HAL Laboratory, Inc.
Original Composer: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Credits (Super Smash Bros.) [34] An upbeat remix of the credits theme from the original Super Smash Bros. for N64. An unlockable CD track that plays on Final Destination, unlocked by clearing the Classic Mode on Hard difficulty. Also plays during 10-Man Brawl, despite that being set on the stage Battlefield. It is the only song in Super Smash Bros. Brawl from Super Smash Bros. (the original game). Arrangement Supervisor: Yusuke Takahama
Composer: HAL Laboratory, Inc.
Arranger: TARGET ENTERTAINMENT INC.
Original Composer: Hirokazu Andō
Opening (Super Smash Bros. Melee) [35] A dark but proud arrangement of the Opening theme of SSBM. Some parts were deleted, such as Mario's introduction piece, and other parts were repeated, such as Link's introduction piece. A randomly collectible CD track that plays on Final Destination. Also plays during the 3-on-1 battle during Classic Mode. Arrangement Supervisor: Kentaro Ishizaka
Composer: HAL Laboratory, Inc.
Arranger: HAL Laboratory, Inc.
Original Composer: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Princess Peach's Castle (Melee) [36] The track that played on the Princess Peach's Castle stage in Melee, it is an orchestrated remix of the famous stage music from the original Super Mario Bros., with elements of the same game's "underground" stage theme overlapping with it. An unlockable CD track that plays on the returning Rainbow Cruise stage, unlocked when all stages in the Melee Stages category have been unlocked Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Kōji Kondō
Rainbow Cruise (Melee) [37] The track that played on the Rainbow Cruise stage in Melee, it is a a medley of two Mario series tracks. The first half of the track is a remix of the first part of the athletic level tune heard in several stages in Super Mario 64, such as Rainbow Ride and Tick Tock Clock, while the second half is a remix of the underwater stage tune heard in Super Mario Bros for the NES. A starter track on the returning Rainbow Cruise stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Kōji Kondō
Kongo Jungle (Melee) [38] The track for the Kongo Jungle stage in Melee, it is a cover band performance of the "DK Rap" made infamous in the opening sequence to Donkey Kong 64, with a much different assortment of instruments and rhythms from its original appearance. Changes for the Brawl version are that it now has first verse repeated in spoken words before looping to the beginning of the track, plus "hell" was changed to "heck" in the Chunky Kong's verse, because it may have been considered a swear. It is unknown why it is called "Kong Jungle" in Brawl instead of its Melee title, "Kongo Jungle"; it may be a simple typo. A randomly collectible CD track that plays on the returning Jungle Japes stage. Vocals: James W. Norwood Jr.
Original Composer: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Jungle Japes (Melee) [39] The track that played on the Jungle Japes stage in Melee, it is a calm and atmospheric remix of the "DK Island Swing" in various stages of Donkey Kong Country for SNES. A track unlocked automatically with the returning Jungle Japes stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: David Wise
Temple (Melee) [40] The track that played on the Temple stage in Melee, it is an orchestral remix of dungeon music heard in Zelda II: The Adventure of Link for NES. A starter track that plays on the returning Temple stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Akito Nakatsuka
Brinstar (Melee) [41] The track that played on the Brinstar stage in Melee, it is a medley of three classic Metroid tunes, most of it consisting of a techno remix of the first "Brinstar" area music heard in the original Metroid for NES. It is followed by the short "game start" tune one hears whenever one resumes a game file in a Metroid game, and then the low-key general Metroid theme that was first heard on the original Metroid title screen. This is one of the three tracks that has featured in every game in the Smash Bros. series. A starter track that plays on the returning Brinstar stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Hirokazu Tanaka
Brinstar Depths (Melee) [42] The track that played on the Brinstar Depths stage in Melee, it is a "horror" remix of area music heard later on in the original Metroid, where Samus is particularly close to her encounter with Kraid, followed by the music heard in rooms where Samus acquires a new suit upgrade. The part of the track 20 seconds into it has more distortion in the Brawl version. A randomly collectible CD track that plays on the returning Brinstar stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Hirokazu Tanaka
Yoshi's Island (Melee) [43] The main track for the Yoshi's Island stage in Melee, it is a repeating banjo track heard in the athletic levels in Super Mario World for SNES. The woodblock percussion is derived from the backing added to the original track whenever Mario is riding Yoshi. A starter track that plays on the returning Yoshi's Island stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Kōji Kondō
Fountain of Dreams (Melee) [44] The track that played on the Fountain of Dreams stage in Melee, it is an orchestrated, atmospheric version of the music first heard in the Gourmet Race minigame of Kirby Super Star, the Nintendo DS remake, Kirby Super Star Ultra, and it served as the Gourmet theme in Kirby 64: The Crystal Shards, as well as serving as the theme for the King Dedede battle in Kirby: Nightmare in Dreamland, the 2002 Game Boy Advance remake of the NES classic Kirby's Adventure (note that the theme is exclusive to the GBA version; the NES version simply uses the normal boss theme). A randomly collectible CD track that plays on the returning Green Greens stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Jun Ishikawa
Green Greens (Melee) [45] The music for the Green Greens stage in Melee, this track is an orchestration of the Green Greens level music from Kirby's Dream Land which, in addition, closely sounds like the "Later Treasure Hunting" music track from "The Great Cave Offensive" subgame in Kirby Super Star and the DS remake Ultra. The end portion of this track before the loop is an orchestrated version of the ending music from "Milky Way Wishes", another subgame for KSS & KSS Ultra. A track unlocked automatically with the returning Green Greens stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Jun Ishikawa
Corneria (Melee) [46] The track that played on the Corneria stage in Melee, it is an orchestration of the music heard in the Venom stage, with pieces from Space Armada of the original Star Fox as well as the main theme used throughout that same game. A starter track that plays on the returning Corneria stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Hajime Hirasawa
Venom (Melee) [47] The track that played on the Venom stage of Melee, it is an orchestration of "main music" heard in Star Fox 64, and also based on the music heard in the original Sector Z stage from Super Smash Bros. for the N64. A randomly collectible CD track that plays on the returning Corneria stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Hajime Hirasawa
Pokémon Stadium (Melee) [48] The main track for the Pokémon Stadium stage in Melee, it is an orchestration of the main title screen music in most Pokémon RPGs, complete with a chorus. A track unlocked automatically with the returning Pokémon Stadium stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Jun'ichi Masuda
Poké Floats (Melee) [49] The track that played on the Poké Floats stage in Melee, and also in Mewtwo's wake, it is a synthesized medley of three battle-related tunes heard in the first generation of Pokémon RPGs, beginning with the standard Trainer battle theme, then the Gym Leader battle theme, and finally the wild Pokémon encounter theme. A randomly collectible CD track that plays on the returning Pokémon Stadium stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Jun'ichi Masuda
Mute City (Melee) [50] The track for the Mute City stage in Melee. It is a remix of the rock music heard on the Mute City racetracks in F-Zero X for N64, as opposed to the new Brawl arrangement, which is based on the music from the original F-Zero for the SNES. A randomly collectible CD track that plays on the returning Big Blue stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Naoto Ishida, Yumiko Kanki
Big Blue (Melee) [51] The main theme for the Big Blue stage in Melee, it is a remix of the rock music heard on courses in F-Zero X that takes place on the planet Big Blue. However, despite being played in a similar style to the track of the Nintendo 64 game, the actual melody is more faithful to the original arrangement in F-Zero for the SNES. A track unlocked automatically with the returning Big Blue stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Naoto Ishida, Yumiko Kanki
Mother (Melee) [52] The primary track for the Onett stage in Melee, it is a remix of the Bein' Friends theme, the Eight Melodies, a portion of the title screen theme and the battle initiation noise all from the original Mother for the Famicom system. The portion of the title screen theme is the same as the part used for the Mother universe's victory theme in Brawl. A starter track that plays on the returning Onett stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Keiichi Suzuki
Icicle Mountain (Melee) [53] The main track for the Icicle Mountain stage of Melee. Slightly altered from the original tune, it is a synthesized medley of the two primary tunes in the NES game Ice Climber, with the first part being the "Title screen music" and the second part being the "Normal stage music". An unlockable CD track that plays on Summit. It is unlocked by clearing Classic Mode on Normal difficulty. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Akito Nakatsuka
Flat Zone (Melee) [54] The track that played on the Flat Zone stage in Melee, it is an original composition comprised of atmospheric techno-sounds mixed with the bleep noises of the oldest Game & Watch games. Note that it has a very different ambiance than the new track Flat Zone 2. A track unlocked automatically with the Flat Zone 2 stage. Also plays when battling the dark versions of Mr. Game & Watch and R.O.B. in the Great Maze part of the Subspace Emissary. Original Composer: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Super Mario Bros. 3 (Melee) [55] An alternate track for the Yoshi's Island track in Melee, it is a synthesized rock-based medley of the first stage music and the first overworld map music in Super Mario Bros. 3 for NES, played again afterwards in a Caribbean reggae style. The electric guitar portions of the track have much less note distortion in the Brawl version. A randomly collectible CD track that plays on the returning Yoshi's Island stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Kōji Kondō
Battle Theme (Melee) [56] An alternate track on the Pokémon Stadium stage in Melee, it is a synthesized medley of three battle-related tunes heard in the second generation of Pokémon RPGs, beginning with the wild Pokémon encounter theme, then the Gym Leader battle theme, and finally the Champion battle theme. A track unlocked automatically with the returning Pokémon Stadium stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composer: Gō Ichinose, Jun'ichi Masuda
Fire Emblem (Melee) [57] The alternate music for the Temple stage in Melee and also the only music for the Fire Emblem universe in that game, it is a medley of two Fire Emblem tracks, the first of which is "Together We Ride" (the "character recruitment" music in Fire Emblem 1 and 7), and after some piano-based music, the second tune is the official Fire Emblem series theme. A starter track on Castle Siege. Is Marth's Character Roll Call theme. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composition: Yuka Tsujiyoko
Mach Rider (Melee) [58] The alternate music for the stage Big Blue in Melee, it is a synthesized remix of the title, gameplay, stage select and game over themes heard in Mach Rider for the NES. An unlockable CD track that plays in Port Town Aero Dive, unlocked after defeating over 50 enemies in Endless Brawl. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composition: Hirokazu Andō
Mother 2 (Melee) [59] The alternate track for the Onett stage in Melee, it is a quaint soft rock tune which is a heavily extended version of the "Pollyanna" track heard in all three Mother games. The musical structure of the piece is in many ways similar to the arrangment of "Pollyanna (I Believe in You)" found on the Mother soundtrack. A randomly collectible CD track that plays on the Onett stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composition: Keiichi Suzuki
Dr. Mario (Melee) [60] The alternate track for both the Kingdom and Kingdom II stages in Melee and also Dr. Mario's theme music in that game, it is a synthesized remix of the "Fever" tune heard in Dr. Mario games. A starter track on the PictoChat stage. Original Arranger: Hirokazu Andō, Tadashi Ikegami, Shōgo Sakai
Original Composition: Hirokazu Tanaka
Battlefield (Melee) [61] The main track for the Battlefield stage in Melee, it is a techno remix of the Menu 1 music from the same game. A starter track that plays in Battlefield. Copyright HAL Laboratory, Inc.
Menu (Melee) [62] The original Menu 1 track, ripped from Melee, as opposed to the remixed version that plays on the Battlefield stage. A randomly collectible CD track that plays on Brawl's Menu screens. Copyright HAL Laboratory, Inc.
Multi-Man Melee 1 (Melee) [63] The alternate music for the Battlefield stage in Melee as well as one of the tracks for the Multi-man Melee mode, it is a fast paced, synthesized rock variant of the opening theme for the same game. An unlockable CD track that plays on Battlefield, unlocked by clearing 100-Man Brawl in under 4:00. Copyright HAL Laboratory, Inc.
Final Destination (Melee) [64] The track that played on the Final Destination stage in Melee as the main theme, it a climactic orchestration of the ending credits music of the original Super Smash Bros. A randomly collectible CD track that plays in Final Destination, and during whenever the player fights Master Hand in Boss Battles. Copyright HAL Laboratory, Inc.
Giga Bowser (Melee) [65] The track that played in Melee’s Adventure Mode when a player fights Giga Bowser. It is a warped version of the Melee Final Destination theme. A randomly collectible CD track that plays in Final Destination, of the Subspace Emissary, and when the player fights Crazy Hand in Boss Battles. It also acts as Bowser's Character Roll Call theme and it is also heard when fighting Bowser in Subspace I of the Subspace Emissary. Copyright HAL Laboratory, Inc.

Super Mario Bros.

Title Description Usage Notes
Delfino Plaza [66] Original Music from Super Mario Sunshine that played in the main hub area of that game, Delfino Plaza, with the woodblock inserted at every other loop that played when Mario rode a Yoshi. A starter track on Delfino Plaza. Composition and Arrangements Copyright Nintendo
Title/Ending (Super Mario World) [67] A remix/medley of the Title screen and Credits themes from Super Mario World. A starter track on Delfino Plaza. Is both Mario's and Peach's Character Roll Call theme. Arrangement Supervisor: Shota Kageyama
Main Theme (New Super Mario Bros.) [68] This is the same as the overworld levels from New Super Mario Bros. on the DS, but with more instruments added to make the sound feel more complete. An acoustic guitar replaces the synths that played the main melody from the DS. The theme is followed at the very end by a drum solo, then the "Stage Clear" theme from the aforementioned game. A randomly collectible CD track for Delfino Plaza. Composer: Nintendo
Arranger: HAL Laboratory Inc.
Composition and arrangements Copyright Nintendo
Arrangement Supervisor: Shōgo Sakai
Ricco Harbor [69] Original music from Super Mario Sunshine which played in the second level Ricco Harbor, with the "Yoshi" woodblock also inserted at every other loop A randomly collectible CD track for Delfino Plaza. Composition and arrangements Copyright Nintendo
Main Theme (Super Mario 64) [70] Original music from Super Mario 64 and its DS remake, notable for playing on stages such as Bob-omb Battlefield, Whomp's Fortress and Tall, Tall Mountain. An unlockable CD track for Delfino Plaza, unlocked when either one's Vs. Play Time or Combined Vs. Play Time reaches 50 hours. Composition and Arrangements Copyright Nintendo
Ground Theme (Super Mario Bros.) [71] A Latin-based, piano-heavy remix of the Overworld theme from Super Mario Bros. complete with synths and a brass section. A starter track for Mushroomy Kingdom's (ground). Arrangement Supervisor: Koji Kondo
Ground Theme 2 (Super Mario Bros.) [72] A reggae remix consisting primarily of the Overworld theme from Super Mario Bros.. At the end of the loop, this track also includes a piece each of the Underground theme, Game Over theme and Victory (Flagpole) theme from Super Mario Bros, the latter being in its original 8-bit form. During the "Underground" portion of the track, there are voice samples. A randomly collectible CD track for Mushroomy Kingdom (ground). Arrangement Supervisor: Masaaki Iwasaki
Gritzy Desert [73] A remix of the Gritzy Desert music from Mario and Luigi: Partners in Time, which is made to have a more Arabian feel than its original version. A starter track for Mushroomy Kingdom (ground). It also plays on outdoor portions of Path to the Ruins and a part of The Great Maze in the Subspace Emissary. Arrangement Supervisor: Yoko Shimomura
Underground Theme (Super Mario Bros.) [74] An ambiance-laden hip-hop piece that remixes the recurring Underground Theme from Super Mario Bros. A starter track for Mushroomy Kingdom (underground). Arrangement Supervisor: Kentaro Ishizaka
Underwater Theme (Super Mario Bros.) [75] Three different compositions of the Underwater Theme from Super Mario Bros.: it first starts off as the original NES 8-bit soundtrack, then becomes a fully orchestrated piece and after a short interlude turns into a bluegrass arrangement played by the harmonica and banjo. An unlockable CD track for Mushroomy Kingdom (underground), unlocked after 10 Brawls are conducted on Mushroomy Kingdom. Arrangement Supervisor: Shōgo Sakai
Underground Theme (Super Mario Land) [76] A haunting remix of the theme used for a few levels in Super Mario Land in the Birabuto and Easton Kingdoms. A randomly collectible CD track for Mushroomy Kingdom (underground). Also heard in Path to the Ruins, The Ruins, and parts of The Great Maze in the Subspace Emissary. Arrangement Supervisor: Koji Hayama
Luigi's Mansion Theme [77] Orchestration of the main theme of the GameCube game, Luigi's Mansion. In that game, the theme would vary with Luigi's location and the activity around Luigi. in Brawl, this track loops through a few new variations. A track unlocked automatically with Luigi's Mansion. Is Luigi's Character Roll Call theme. A more comical version plays briefly when Luigi is introduced in the Subspace Emissary. Also plays when fighting the dark version of Luigi in The Great Maze in the Subspace Emissary. Arrangement Supervisor: Shōgo Sakai
Castle / Boss Fortress (Super Mario World / SMB 3) [78] A remix of the Castle theme from Super Mario World and the boss theme from Super Mario Bros. 3. The latter sounds more loyal to the arrangement in the Super Mario All Stars version of SMB3. A randomly collectible CD track for Luigi's Mansion. Also heard when fighting False Peach and False Zelda, and dark versions of Peach and Pit in The Great Maze in the Subspace Emissary. Curiously, in a beta screenshot on the DOJO!!, this track was originally for Delfino Plaza, but it was moved to Luigi's Mansion. Arrangement Supervisor: Yusuke Takahama
Airship Theme (Super Mario Bros. 3) [79] A fast paced and hectic remix of the Airship theme from Super Mario Bros. 3. About one minute into the track, a rendition of the "Hurry Up!" theme plays and the track descends into chaotic madness. A track unlocked automatically with Luigi's Mansion. It also plays during portions of the Subspace Emissary involving Bowser and also while fighting False Bowser, Giant False Diddy Kong, and Wario. Also plays during the fight against Petey Piranha and during the battles against the dark versions of Mario, Bowser, Yoshi, and Wario in The Great Maze. Arrangement: Motoi Sakuraba

Mario Kart

Title Description Usage Notes
Mario Circuit [80] A remix of the Mario Circuit theme music from the original Super Mario Kart on the SNES, which also appears in Mario Kart Super Circuit, DS and Wii. It incorporates a mix of the Selection Menu theme and the "Ready-Steady-Go" jingle from Super Mario Kart. A starter track on Mario Circuit. Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT INC,
Arrangement Supervisor: Yusuke Takahama
Luigi Circuit [81] A remix of the Luigi Raceway, Mario Raceway, Royal Raceway, and Wario Stadium theme music from Mario Kart 64. An electric guitar solo is added and spliced into the beginning of the loop. A starter track on Mario Circuit. Composer: Nintendo,
Arrangement: Yasufumi Fukuda
Waluigi Pinball [82] A remix of music from the tracks Waluigi Pinball and Wario Stadium from Mario Kart DS. On the second playthrough of the theme, additional synths and new short tunes are added. A starter track on Mario Circuit. Composer: Nintendo,
Arranger: HAL Laboratory,
Arrangement Supervisor: Kentaro Ishizaka
Rainbow Road [83] The track from Rainbow Road in Mario Kart Double Dash!!, which contains an excerpt from Mario Kart 64's Rainbow Road theme. A randomly collectable CD track on Mario Circuit. Composition and arrangements Copyright Nintendo.

Donkey Kong

Title Description Usage Notes
Jungle Level Ver.2 [84] A fast paced, jazzy, rock-tinged arrangement of the "Jungle Groove" track. The two "Jungle Level" remixes in SSBB are part of a very select few that have featured in every game in the Smash Bros. series. A starter track on Rumble Falls. The second half of the track is also heard in the cutscene leading into The Jungle in the Subspace Emissary. Arrangement Supervisor: Motoi Sakuraba
Jungle Level [85] The track that played on jungle based levels in Donkey Kong Country. It is made to be more realistic and ambient, complete with jungle noises. A starter track on Rumble Falls. It is also heard in The Jungle and part of The Great Maze in the Subspace Emissary. Arrangement Supervisor: Kentaro Ishizaka
King K.Rool / Ship Deck 2 [86] The final boss theme heard in Donkey Kong Country, on the "Gangplank Galleon" boss level where the Kongs fight King K. Rool. Starts as a sea shanty melody on accordion, then transitions into a hard rock tune. "Ship Deck 2" was the name of the music on the "Rattle Battle" stage of the third world of Donkey Kong Country 2. Ship Deck 2 began in the same theme as the DKC boss music, then looped into a variation of that theme. The track in Brawl is closer to the DKC boss music. Unlike in both DKC and DKC 2, Brawl loops this music to the beginning. A starter track on Rumble Falls. Is both Donkey Kong's and Diddy Kong's Character Roll Call theme. Is also heard in The Lake in the Subspace Emissary. Arrangement Supervisor: Shōgo Sakai
Bramble Blast [87] Strings remix of Stickerbrush Symphony from Donkey Kong Country 2. This played on each of the bramble stages in Donkey Kong Country 2, including the "Bramble Blast" stage. A DKC 2 player would remember this theme after slowly moving through the bramble maze, trying not to touch the thorns of the brambles (stickerbrushes). The Brawl version of this track uses different instruments and feels less stressful but more joyful. A randomly collectible CD track on Rumble Falls. It is also heard in The Lake, The Swamp, and part of The Great Maze in the Subspace Emissary. Arrangement Supervisor: Michiko Naruke
Battle for Storm Hill [88] Original track taken directly from Donkey Kong: Jungle Beat, where it was the background music to the first stage of the Durian Kingdom named "Battle for Storm Hill", and the only stage music to play on only one stage. Of the music of Jungle Beat, "Battle for Storm Hill" is the most memorable. This tune sounded best within its original context, on a stage where Donkey Kong climbed a hill at night during a rainy storm, while cannons on the hill shot cannonballs. A starter track on Rumble Falls. It is also heard in The Lake in the Subspace Emissary, when riding the raft on the river, and it is used for dark versions of Donkey Kong and Diddy Kong in The Great Maze. Composition and arrangements Copyright Nintendo.
DK Jungle 1 Theme (Barrel Blast) [89] A track taken directly from the recently released racing title Donkey Kong Barrel Blast. In the PAL copies of Brawl, this is labelled with the title (Jet Race) to correspond with the European title of the same game. A starter track on Rumble Falls. Composition and arrangements Copyright Nintendo.
The Map Page / Bonus Level [90] The two said themes, "Simian Segue" and "Bonus Room Blitz," taken directly from Donkey Kong Country and spliced together effortlessly. A starter track on Rumble Falls. Composition and arrangements Copyright Nintendo.
Donkey Kong [91] An atmospheric piece consisting of the 25m stage music with many sound effects overlapping with it, pieced together like a DJ mix. A track unlocked automatically with 75 m. Arrangement Supervisor: Hirokazu Tanaka. ex,
Composer: Nintendo
Opening (Donkey Kong) [92] A remix/medley of several pieces of music from Donkey Kong, consisting primarily of the opening theme, the "game start" jingle, the 25m music and the Hammer theme, all of which were remixed from the NES version as opposed to the arcade version. A track unlocked automatically with 75 m. Arrangement Supervisor: Shota Kageyama,
Composer: Nintendo,
Arranger: PROCYON STUDIO CO., LTD.
25m BGM [93] The track that plays on the 25m stage of the original Donkey Kong Stage. Consists of 5 notes and 4 sounds. It is taken directly from the original arcade game. A track unlocked automatically with 75 m. Composition and arrangements Copyright Nintendo.

The Legend of Zelda

Title Description Usage Notes
Main Theme (The Legend of Zelda) [94] An arrangement of the overworld theme from The Legend of Zelda, which is more loyal to the original version than Melee's remix. A starter track on Bridge of Eldin. Arrangement Supervisor: Yuzo Koshiro,
Composer: Nintendo,
Arranger: ANCIENT.
Ocarina of Time Medley [95] A collection of ocarina tracks from The Legend of Zelda: Ocarina of Time played on an ocarina with orchestral instruments providing the backing every so often. Contains, in order: Zelda's Lullaby, Sun's Song, Song of Storms, end part of Epona's Song, beginning of Epona's Song, Song of Time, Saria's Song. There are several interludes of new music to separate the individual melodies. A starter track on Bridge of Eldin. Is both Zelda's and Sheik's Character Roll Call theme. Arrangement Supervisor: Michiko Naruke,
Composer: Nintendo,
Arranger: naru2 LTD
Title (The Legend of Zelda) [96] An orchestration of the title screen theme from The Legend of Zelda, which includes the choir that sang the Super Smash Bros. Brawl main theme. This track then makes a transition to a horror remix of the dungeon theme from the same game, performed by an organ. A randomly collectible CD track on Bridge of Eldin. The first part of the track also plays when Link is introduced in the Subspace Emissary. Arrangement Supervisor: Shōgo Sakai,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
The Dark World [97] A slightly Latin remix of the theme from The Legend of Zelda: A Link to the Past that plays in most outdoor portions of the Dark World. A starter track on Bridge of Eldin. Also heard in parts of The Great Maze in the Subspace Emissary. Arrangement Supervisor: Arata Iiyoshi,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.
Hidden Mountain & Forest [98] Orchestral remix of the track that plays in the Dark World versions of Death Mountain (Dark Mountain) and the Lost Woods (Skeleton Forest) appearing in The Legend of Zelda: A Link to the Past. An unlockable CD track on Bridge of Eldin, unlocked when Event 18: Dark Link Duel is cleared on Hard difficulty. It is also heard in The Forest in the Subspace Emissary and during the Ganondorf unlock battle. Arrangement Supervisor: Shota Kageyama,
Composer: Nintendo,
Arranger: PROCYON STUDIO CO., LTD.
Hyrule Field Theme [99] An arranged version of the daytime theme of Hyrule Field from The Legend of Zelda: Ocarina of Time. The melody at the very beginning is the morning track that played at dawn before this theme began. A starter track on Bridge of Eldin. Arrangement Supervisor: Yutaka Iraha,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.
Main Theme (Twilight Princess) [100] The daytime horseback theme in Hyrule Field lifted directly from The Legend of Zelda: Twilight Princess, with small parts of the daytime "on foot" theme of Hyrule Field mixed in along with a few minor additions such as bell noises. Unlike the other two Zelda series field themes in Brawl, this one does not play the morning sunrise tune. Instead, there is a short jingle at the start, which is what played in the original game as Link entered Hyrule Field any other time during the day. A starter track on Bridge of Eldin. Composition and arrangements Copyright Nintendo.
The Hidden Village [101] The western-style theme that played in The Legend of Zelda: Twilight Princess when Link fought enemies in the Hidden Village. Lifted directly from Twilight Princess. A randomly collectible CD track on Bridge of Eldin. Composition and arrangements Copyright Nintendo.
Midna's Lament [102] The solemn theme that played in The Legend of Zelda: Twilight Princess when Wolf Link carried a dying Midna to Princess Zelda. Lifted directly from Twilight Princess. A randomly collectible CD track on Bridge of Eldin. Composition and arrangements Copyright Nintendo.
Great Temple / Temple [103] A remix of the Great Palace and Palace themes from Zelda II: The Adventure of Link. The Palace portion of the track sounds just like the "Temple" theme of Melee, except that the choir sounds are slightly varied and additional percussion is included. An unlockable CD track on the returning Temple stage, unlocked when Event 33: Advent of the Evil King is cleared on Hard difficulty. Arrangement Supervisor: Shōgo Sakai,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Dragon Roost Island [104] The music that plays when exploring the outer part of Dragon Roost Island. Lifted directly from The Legend of Zelda: The Wind Waker. A track unlocked automatically with Pirate Ship. Also plays in the Subspace Emissary during the fight to unlock Toon Link. Composition and arrangements Copyright Nintendo.
The Great Sea [105] The music that plays during the day while exploring the vast ocean named the Great Sea. Lifted directly from The Legend of Zelda: The Wind Waker. A track unlocked automatically with Pirate Ship. Also plays in the cutscene leading to the fight with Toon Link in the Subspace Emissary. Composition and arrangements Copyright Nintendo.
Tal Tal Heights [106] A remix of the Koholint Island overworld theme combined with a portion of the theme of the Tal Tal Mountain Range, both derived from The Legend of Zelda: Link's Awakening for the Game Boy, as well as the DX remake on the Game Boy Color. This version is faster paced than either of the above themes however, likely to fit the "battle" atmosphere. An unlockable CD track on Pirate Ship, unlocked when the All-Star mode is cleared on Easy difficulty. Is Link's Character Roll Call theme. Arrangement Supervisor: Yusuke Takahama,
Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT INC.
Song of Storms [107] A medley of three separate themes from The Legend of Zelda: Ocarina of Time -- the Kakariko Windmill theme (which is in fact an extended version of the Song of Storms) with a new interlude and different instruments, Ganondorf's theme, heard in cut-scenes with Ganondorf in them, and the Serenade of Water, the warping track of the Water Temple. The Serenade of Water is played with the call-and-response of a harp and an ocarina, referencing how it sounded when Sheik first taught the track to Link in Ocarina of Time. An unlockable CD track on Pirate Ship, unlocked when Event 37: The Pirate Airship is cleared on any difficulty Arrangement Supervisor: Tsukasa Masuko,
Composer: Nintendo,
Arranger: M's Factory.
Gerudo Valley [108] The music that plays while exploring Gerudo Valley and surrounding desert regions of Hyrule. Lifted directly from The Legend of Zelda: Ocarina of Time. A track unlocked automatically with Pirate Ship. Is Ganondorf's Character Roll Call theme. It is also used for the Great Maze dark versions of Link, Zelda and Ganondorf in the Subspace Emissary. Composition and arrangements Copyright Nintendo.
Molgera Battle [109] A flute-based track ripped from The Legend of Zelda: The Wind Waker, where it originally played during Link's battle with the serpentine, quicksand-dwelling boss of the Wind Temple, Molgera. A track unlocked automatically with Pirate Ship. Composition and arrangements Copyright Nintendo.
Village of the Blue Maiden [110] A march arrangement of the theme heard in the Village of the Blue Maiden area after it has been restored in The Legend of Zelda: Four Swords Adventures. A randomly collectible CD track on Pirate Ship. Is Toon Link's Character Roll Call theme. Composition and arrangements Copyright Nintendo.
Termina Field [111] The Termina Field theme from The Legend of Zelda: Majora's Mask, which itself is an arrangement of the overworld theme from The Legend of Zelda. Lifted directly from Majora's Mask and includes the Morning Theme at the beginning. A randomly collectible CD track on Pirate Ship. Composition and arrangements Copyright Nintendo.

Metroid

Title Description Usage Notes
Main Theme (Metroid) [112] A rock styled remix of the Brinstar theme from the first Metroid title. Starts out with a voice, (Jay Ward), saying "Samus is under fire. She's sent an emergency directive: Join the fight!" Aside from these vocals, the track is taken almost directly from the Space Pirate Frigate table in Metroid Prime Pinball, with the insertion of some extra instruments and the addition of the original Brinstar NES-like remix. When used in the Subspace Emissary, it lacks the opening vocals. A starter track on Norfair. It is also heard in The Research Facility II in The Subspace Emissary just before the fight with Ridley. Arrangement Supervisor: Kenji Yamamoto,
Narration: Jay Ward,
Composer and Arranger: Nintendo
Ending (Metroid) [113] An orchestrated version of the credits theme used in both the original Metroid and its remake Metroid Zero Mission. An unlockable CD track on Norfair, unlocked when 10 Brawls on the Norfair stage are played. Is both Samus's and Zero Suit Samus's Character Roll Call theme. Arrangement Supervisor: Tsukasa Masuko,
Composer: Nintendo,
Arranger: M's Factory.
Norfair [114] A techno remix of the lesser known Norfair theme from the original Metroid game with some sound effects added to the latter part of this composition. A randomly collectible CD track on Norfair. Also heard in The Subspace Bomb Factory I in The Subspace Emissary. Arrangement Supervisor: Yuzo Koshiro,
Composer: Nintendo,
Arranger: ANCIENT.
Theme of Samus Aran, Space Warrior [115] An orchestration of the credits theme of the SNES game Super Metroid. A starter track on Norfair. Also heard in The Research Facility II in The Subspace Emissary. Arrangement: Masato Kouda,
Composer: Nintendo.
Vs. Ridley [116] A heavy metal version of Ridley's theme that is featured in several Metroid games and originated in Super Metroid. A starter track on Frigate Orpheon. Also heard when fighting Ridley and Meta Ridley in the Subspace Emissary. Arrangement Supervisor: Yusuke Takahama,
Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT INC.
Vs. Parasite Queen [117] Taken directly from Metroid Prime, this is the theme for the first boss battle in the game against the Parasite Queen. A randomly collectible CD track on Frigate Orpheon. Also heard in the first part of The Research Facility II stage in the Subspace Emissary. Composition and arrangements Copyright Nintendo.
Opening / Menu (Metroid Prime) [118] A medley of two tracks from Metroid Prime--the title screen and the credits theme (which itself was an extension of the menu theme). With the exception of the vocals by Jay Ward at the beginning (the vocals say, "In the reaches of space, below the surface of Planet Zebes, Samus Aran faced the Space Pirates. She destroyed their operation, wiped out the parasites called "Metroids", and defeated Mother Brain. But the Pirates were far from finished."), the title screen theme is taken directly from the game, while the credits theme is arranged. The vocals are very similar to phrases found in the first few pages of the Metroid Prime instruction booklet. When used in the Subspace Emissary, the track lacks the opening vocals. A starter track on Frigate Orpheon. It is also heard in The Research Facility I stage and parts of The Great Maze based on the Isle of the Ancients in The Subspace Emissary. Arrangement Supervisor: Kenji Yamamoto,
Narration: Jay Ward,
Composer and Arranger: Nintendo.
Sector 1 [119] An orchestrated version of the background music of the first mission in Sector 1 in Metroid Fusion. A starter track on Frigate Orpheon. Also heard when fighting two Shadowbug Samuses in The Research Facility II and is used for the dark versions of Samus, Fox, Falco, Captain Falcon, and Snake The Great Maze in the Subspace Emissary. Arrangement Supervisor: Minako Hamano,
Composer: Nintendo,
Arranger: Nintendo.
Vs. Meta Ridley [120] Taken directly from Metroid Prime, this was the background music that played during the fight against Meta Ridley. This same, unaltered track was also used in Metroid Prime 3: Corruption. A starter track on Frigate Orpheon. Also heard in The Subspace Bomb Factory II in the Subspace Emissary. Composition and arrangements Copyright Nintendo.
Multiplayer (Metroid Prime 2) [121] A track taken directly from the multiplayer mode of Metroid Prime 2: Echoes, which itself was a techno remix of the Green Brinstar background music from Super Metroid. An unlockable CD track on Frigate Orpheon, unlocked when 10 Brawls are played on the Frigate Orpheon stage. Also heard in The Research Facility I and The Subspace Bomb Factory I in the Subspace Emissary. Composition and arrangements Copyright Nintendo.

Yoshi's Island

Title Description Usage Notes
Obstacle Course [122] A medley consisting mostly of a remix of the "Athletic" level theme from Super Mario World 2: Yoshi's Island and also the first part of the final boss theme from the same game, played during the second phase of the battle against Baby Bowser. A starter track on Yoshi's Island for spring and summer. When the stage reaches the autumn and winter seasons, it switches to this version, [123] which for unknown reasons is not available in the Sound Test. Composer: Nintendo,
Arranger: PROCYON STUDIO CO., LTD.,
Arrangement Supervisor: Shota Kageyama
Ending (Yoshi's Story) [124] A tropical sounding remix of the credits theme from Yoshi's Story, including Yoshi vocals. The main theme from said game is integrated as well. A starter track on Yoshi's Island. Is Yoshi's Character Roll Call theme. Composer: Nintendo,
Arrangement: Masafumi Takada
Yoshi's Island [125] A jazzy remix of the commonly heard "Above Ground" level theme from Super Mario World 2: Yoshi's Island. A starter track on Yoshi's Island. It is also heard in The Swamp in the Subspace Emissary. Composer: Nintendo,
Arrangement: Noriyuki Iwadare
Flower Field [126] Taken almost directly from the DS title Yoshi Touch & Go except this arrangement has a richer sound, this was the theme to the level of the same name, found in the game's Marathon mode. A randomly collectible CD track on Yoshi's Island. It is the only unlockable track on this stage. Composer: Nintendo,
Arranger: Nintendo,
Arrangement Supervisor: Asuka Ohta
Wildlands [127] This track opens with the "level beginning" jingle and then loops through the "Wildlands" level theme, both from Yoshi's Island DS. The DS game included several variations of the Wildlands theme; Brawl plays only this version. A starter track on Yoshi's Island. Composer: Nintendo,
Arranger: HAL Laboratory Inc.,
Arrangement Supervisor: Shōgo Sakai

Kirby

Title Description Usage Notes
Meta Knight's Revenge [128] A fast paced jazz remix of the two main themes of the Halberd in the Kirby Super Star and KSS Ultra subgame Revenge of Meta Knight. A starter track on Halberd. Is Meta Knight's Character Roll Call theme. Also is heard in the second part of The Battlefield Fortress, the Battleship Halberd Exterior, and parts of The Great Maze in the Subspace Emissary. Arrangement: Noriyuki Iwadare,
Composer: HAL Laboratory, Inc.
The Legendary Air Ride Machine [129] An orchestrated version of the theme played in Kirby's Air Ride when one has successfully completed either the Dragoon or Hydra, which is also heard in many athletic levels in Kirby Squeak Squad (most notably the Halberd stages). An unlockable CD track on Halberd, unlocked when Event 13: Dragoon Strike is cleared on any difficulty. Arrangement Supervisor: Shōgo Sakai,
Composer and Arranger: HAL Laboratory, Inc.
Gourmet Race [130] A metal remix of the theme for the first & third rounds of the Gourmet Race mini-game from Kirby Super Star, and later Kirby Super Star Ultra, plus the track for the level named Sand Canyon 2 in Kirby's Dream Land 3. Oddly, this is the third version of Gourmet race in the series, the first being the Dream Land music from SSB, and the second being the Fountain of Dreams music in Melee. Of all of these, this is the only one that has been called "Gourmet Race." A starter track on Halberd. Used for the dark versions of Kirby, Meta Knight, King Dedede, and Olimar in The Great Maze in Subspace Emissary. Arrangement: Motoi Sakuraba,
Composer: HAL Laboratory, Inc.
Butter Building [131] A remix of a theme that played on various stages in Kirby's Adventure, such as the first "Butter Building" stage. Also contains sections of the "star jingle" from most Kirby games, the Green Greens theme from Kirby's Dream Land, and an electric guitar version of the Kirby's Dream Land main title theme. The first tune in this composition is also heard in many ground levels in Kirby Squeak Squad. A starter track on Halberd. Is Kirby's Character Roll Call theme. Arrangement: Jun Fukuda,
Composer: HAL Laboratory, Inc.
King Dedede's Theme [132] A remix of the general theme in the Kirby games when battling King Dedede. This particular rendition of the boss music bears the most resemblance to the Kirby's Dream Land 3 track (itself based off the version first heard on Kirby Super Star). An unlockable CD track on Halberd, unlocked when Event 15: The Hammer of the King is cleared on any difficulty. Is {{SSBB|King Dedede]]'s Character Roll Call theme. Plays briefly when King Dedede is introduced in the Subspace Emissary. Arrangement Supervisor: Yoko Shimomura,
Composer: HAL Laboratory, Inc.,
Arranger: Midiplex Co., Ltd.
Squeak Squad Theme [133] A fast-paced techno remix of the theme that plays when fighting the Squeaks in the game "Kirby: Squeak Squad." with added sound effects like the squeaking noises made by the mice enemies in the game. In the PAL copies of Brawl, this track is called "Mouse Attack Theme" to correspond with the European name of the same game A randomly collectible CD track on Halberd. Arrangement: Hirokazu Tanaka, ex,
Composer: HAL Laboratory, Inc.
Vs. Marx [134] An updated remix to the boss theme of Marx, who appeared at the end of the Kirby Superstar/Ultra side-story, "Milky Way Wishes." It has a new ending, and many parts are made to have electric guitar. A randomly collectible CD track on Halberd. Arrangement Supervisor: Yasunori Mitsuda,
Composer: HAL Laboratory, Inc.,
Arranger: PROCYON STUDIO CO., LTD.
0² Battle [135] An electric guitar remix of the theme that played when you fought the true final boss Zero Two of "Kirby 64: The Crystal Shards", if you collected 100% of the crystal shards. The theme has a different beginning, and is slightly faster overall. An unlockable CD track on Halberd, unlocked when a total of over 5000 coins are obtained in Coin matches. Arrangement: Koji Hayama,
Composer: HAL Laboratory, Inc.
Boss Theme Medley [136] A collection of Kirby boss themes. Starts off with the start of King Dedede's theme, then a rock remix of the boss theme of Kirby's Adventure, progressing to the boss theme of Kirby's Dream Land 2, the boss theme of Kirby Super Star, the mini-boss battle of Kirby 64: the Crystal Shards, the arena theme of Kirby's Adventure and Kirby Super Star & its remake Ultra (which is also the boss theme and the sub-boss theme in Kirby & the Amazing Mirror and Kirby Squeak Squad respectively), ending with the non-Squeak boss theme of Kirby: Squeak Squad. A starter track on Halberd. Arrangement Supervisor: Kentaro Ishizaka,
Composer and Arranger: HAL Laboratory, Inc.
Checker Knights [137] Taken directly from Kirby's Air Ride but originally composed for the Kirby anime as Strong Star Warrior, this was the track played on the Checker Knights course, as well as various minigames. A starter track on Halberd. Composition and arrangements Copyright Nintendo.
Forest / Nature Area [138] An upbeat, melodious track ripped from Kirby & The Amazing Mirror, where it originally played in the early area of the game's world that is themed as a forest. This track can also be heard on many above ground levels in Kirby Squeak Squad. A starter track on Halberd. Composition and arrangements Copyright Nintendo.
Frozen Hillside [139] Another track taken directly from Kirby's Air Ride, this was the music track played on the Frozen Hillside racetrack. An unlockable CD track on Halberd, unlocked when 10 Brawls are played on the Halberd stage. Also heard in the second part of The Glacial Peak and parts of The Great Maze in the Subspace Emissary. Composition and arrangements Copyright Nintendo.

Star Fox

Title Description Usage Notes
Space Armada [140] A remix of the theme that played at the level "Space Armada" in the original Star Fox. Parts of this level can be seen throughtout Lylat Cruise's Path. A starter track on Lylat Cruise. Also heard during a battle to unlock Falco. Part of the track is also heard in the Subspace Emissary cutscene leading into The Lake. Arrangement: Kenji Ito,
Composer: Nintendo.
Corneria [141] A remix of the theme that plays on the Corneria in the original Star Fox. A randomly collectible CD track on Lylat Cruise. Arrangement Supervisor: Kentaro Ishizaka,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Main Theme (Star Fox) [142] An orchestrated version of the credits theme of the original Star Fox. Also known as Main Theme (Starwing). A starter track on Lylat Cruise. Is Fox's Character Roll Call theme. Arrangement: Seiji Momoi,
Composer: Nintendo.
Main Theme (Star Fox 64) [143] A techno styled remix of the main theme of general Star Fox games starting with Star Fox 64. Also known as Main Theme (Lylat Wars). A starter track on Lylat Cruise. Is Falco's Character Roll Call theme. Arrangement Supervisor: Yusuke Takahama,
Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT, INC.
Area 6 [144] The background music of the level known as Area 6 from Star Fox 64. It is also sometimes referred to as Fox's Theme, as it plays in Fox's presence in Star Fox Command. A starter track on Lylat Cruise. The track is heard during Falco's unlock battle. Part of the track is also heard in the cutscene introducing Falco in the Subspace Emissary during the Swamp stage. Arrangement Supervisor: Hajime Wakai,
Composer and Arranger: Nintendo.
Area 6 Ver. 2 [145] A techno styled remix of the Area 6 theme. A randomly collectible CD track on Lylat Cruise. Arrangement Supervisor: Hajime Wakai,
Composer and Arranger: Nintendo.
Star Wolf [146] A brand new arrangement of the music that plays when facing the renegade Star Wolf team on the planets Fortuna, Bolse and Venom in Star Fox 64. A starter track on Lylat Cruise. Is Wolf's Character Roll Call theme. Also heard in the Subspace Emissary during the fight to unlock Wolf. Arrangement Supervisor: Kentaro Ishizaka,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Star Wolf (Star Fox: Assault) [147] Taken directly from Star Fox Assault, this is the slower, Latin-inspired orchestral remix of the traditional Star Wolf theme. An unlockable CD track on Lylat Cruise, unlocked when Event 38: The Wolf Hunts the Fox is cleared on Hard difficulty. Composition and arrangements Copyright Nintendo.
Space Battleground [148] Taken directly from Star Fox Assault, this was the music played during the first part of Mission 1 and Mission 8. A starter track on Lylat Cruise. Also plays during a custcene in the Subspace Emissary during the Battleship Halberd Exterior stage. Composition and arrangements Copyright Nintendo.
Break Through the Ice [149] Taken directly from Star Fox Assault, this was the background music of the Fichina level. The piece itself was an orchestrated version of the background music of the Fortuna (actually Fichina) and Sector Z levels in Star Fox 64. A randomly collectible CD track on Lylat Cruise. Composition and arrangements Copyright Nintendo.

Pokémon

Title Description Usage Notes
Pokémon Main Theme [150] An electric guitar solos the introduction theme of Pokémon Red/Blue/Green/Yellow and FireRed/LeafGreen before breaking into an orchestrated remix of the main title theme to the Pokémon series. A starter track on Pokémon Stadium 2. Arrangement: Seiji Momoi,
Composer: GAME FREAK Inc.
Road to Viridian City (From Pallet Town/Pewter City) [151] An orchestrated and remixed medley of two area musics in Pokémon Red/Green/Blue/Yellow and Pokémon FireRed/LeafGreen. The first is a march arrangement of the tune that plays when travelling along Routes 1 & 2, and the second is a very serene rendition of the themes in Viridian City and Pewter City. An unlockable CD track on Pokémon Stadium 2, unlocked when Event 8: Go! Triple Finish! is cleared on any difficulty. Is both Pokémon Trainer's and Jigglypuff's Character Roll Call theme. Arrangement Supervisor: Shōgo Sakai,
Composer: GAME FREAK Inc.,
Arranger: HAL Laboratory, Inc.
Pokémon Center [152] An orchestrated remix and rearrangement of the theme that consistently plays within each Pokémon Center building in any of the main Pokémon games, with the Pokémon main theme integrated into it. An unlockable CD track on Pokémon Stadium 2, unlocked when one collects over 200 different stickers. Is Pikachu's Character Roll Call theme. Also heard in the Subspace Emissary during the fight to unlock Jigglypuff. Arrangement Supervisor: Kentaro Ishizaka,
Composer: GAME FREAK Inc.,
Arranger: HAL Laboratory, Inc.
Pokémon Gym / Evolution [153] An orchestrated remix and medley of two classic, consistent Pokémon themes heard in any Pokémon game, the first being the theme heard whenever the Pokémon Trainer explores a Gym building and the second being the repetitive theme heard whenever a Pokémon species undergoes the evolution sequence. The latter is also heard in the Safari Zone in the Pokémon games Red, Blue, Yellow, FireRed & LeafGreen, and during a trading process. A starter track on Pokémon Stadium 2. Arrangement: Kenichi Okuma,
Composer: GAME FREAK Inc.
Wild Pokémon Battle! (Ruby / Sapphire) [154] An orchestrated remix of the typical battle theme that occurs whenever the Player encounters and battles a wild Pokémon in Pokémon Ruby/Sapphire and Pokémon Emerald. A starter track on Pokémon Stadium 2. Arrangement Supervisor: Shōgo Sakai,
Composer: GAME FREAK Inc.,
Arranger: HAL Laboratory, Inc.
Victory Road [155] A metal rearrangement of the music heard in Pokémon Ruby/Sapphire/Emerald's version of the cavernous Victory Road location, as well as the Pokémon League Elite Four Building of the same game. A track unlocked automatically with Spear Pillar. It is also heard in the fights against Rayquaza and Charizard and in the fights with the dark versions of Pikachu, Pokémon Trainer and Lucario in The Great Maze in the Subspace Emissary. Arrangement: Motoi Sakuraba,
Composer: GAME FREAK Inc.
Dialga / Palkia Battle at Spear Pillar! [156] A remix and rearrangement of the battle theme that plays in Pokémon Diamond & Pearl, when the Pokémon Trainer enters their story-based battle with the legendary Pokémon of that game's version, Dialga or Palkia. There is also a fragment of the background music from the Spear Pillar area. A track unlocked automatically with Spear Pillar. Arrangement Supervisor: Takahiro Nishi,
Composer: GAME FREAK Inc.,
Arranger: GAME ARTS Co.,Ltd.
Wild Pokémon Battle! (Diamond / Pearl) [157] An orchestrated and techno remix and rearrangement of the typical battle theme that occurs whenever the Player encounters and battles a wild Pokémon in Pokémon Diamond and Pokémon Pearl. A track unlocked automatically with Spear Pillar. Also is heard in the later parts of The Ruined Zoo in the Subspace Emissary. Arrangement: Yuka Tsujiyoko,
Composer: GAME FREAK Inc.
Team Galactic Battle! [158] A remix of the futuristic battle theme that occurs whenever the Pokémon Trainer engages in a Pokémon battle with Grunts belonging to the Sinnoh crime syndicate Team Galactic in Pokémon Diamond & Pokémon Pearl. A randomly collectable CD track on Spear Pillar. Is Lucario's Character Roll Call theme. Also is heard in the later parts of The Ruined Zoo and in the fight against Lucario in the Subspace Emissary. Arrangement: Masato Kouda,
Composer: GAME FREAK Inc.
Route 209 [159] An upbeat remix and rearrangement of the more peaceful daytime field music playing in Pokémon Diamond & Pearl, when the Pokémon Trainer enters and explores an overworld area like Route 209. A randomly collectable CD track on Spear Pillar. Arrangement Supervisor: Shōgo Sakai,
Composer: GAME FREAK Inc.,
Arranger: HAL Laboratory, Inc.

F-Zero

Title Description Usage Notes
Mute City [160] An extremely fast paced remix of the track from several F-Zero games that appeared in the Mute City tracks. A piano and some electronic sounds begin this piece, but then moves into the Mute City BGM, played in a heavy rock style with electric guitars, bass, and drumset. A guitar solo comprises the latter half of this piece before it loops back to the melody and to the beginning. A starter track on Port Town Aero Dive. Also plays briefly when Captain Falcon is introduced in the Subspace Emissary. Arrangement: Yasufumi Fukuda,
Composer: Nintendo
Fire Field [161] A new heavy rock arrangement of the music that plays on the Fire Field tracks in the original F-Zero, finished off with a brand new guitar solo. An unlockable CD track on Port Town Aero Dive, unlocked when Event 24: Come On! Blue Falcon! is cleared. Is Captain Falcon's Character Roll Call theme. Also heard in the second part of Outside the Ancient Ruins of the Subspace Emissary. Arrangement Supervisor: Yusuke Takahama,
Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT INC.
White Land [162] This piece is an arranged version of the White Land BGM in F-Zero. Electric guitar plays the main melody, as expected, backed with keyboard, synths, bass, and drums. A bridge is added as well at the end of the first run through the main melody with a short keyboard solo before looping back to the beginning of the main melody. A starter track on Port Town Aero Dive. Arrangement Supervisor: Arata Iiyoshi,
Composer: Nintendo,
Arranger: GAME ARTS CO.,Ltd.
Car Select [163] This track is taken directly from the car selection menu theme in F-Zero X. No changes have been made. A randomly collectible CD track on Port Town Aero Dive. Composition and Arrangements Copyright Nintendo
Dream Chaser [164] Featured on several of its racing tracks. This track is taken directly from the BGM for the Silence circuits in F-Zero X. No changes have been made. An unlockable CD track on Port Town Aero Dive, unlocked when ten brawls are conducted on said stage. Composition and Arrangements Copyright Nintendo
Devil's Call in Your Heart [165] This track is taken directly from the BGM for the Devil's Forest circuits in F-Zero X. No changes have been made. A starter track on Port Town Aero Dive. Composition and Arrangements Copyright Nintendo
Climb Up! And Get The Last Chance! [166] This track is taken directly from the BGM for the White Land circuits in F-Zero X. No changes have been made. A starter track on Port Town Aero Dive. Also heard in the first part of The Subspace Bomb Factory II in the Subspace Emissary. Composition and Arrangements Copyright Nintendo
Brain Cleaner [167] This track is taken directly from the BGM for when you watch the replay after a race in F-Zero GX and also F-Zero AX. No changes have been made. A starter track on Port Town Aero Dive. Composition and Arrangements Copyright Nintendo / SEGA
Shotgun Kiss [168] This track is taken directly from the BGM for all of the Casino Palace (Vegas Palace) circuits in F-Zero GX as well as F-Zero AX. No changes have been made. A starter track on Port Town Aero Dive. Composition and Arrangements Copyright Nintendo / SEGA
Planet Colors [169] This track is taken directly from the BGM for all of the Green Plant circuits in F-Zero GX and F-Zero AX. No changes have been made. A randomly collectible CD track on Port Town Aero Dive. Composition and Arrangements Copyright Nintendo / SEGA

EarthBound (Mother)

Title Description Usage Notes
Porky's Theme [170] A redone version of the "His Highness' Theme" combined with LOG-O-TYPE from Mother 3. This version is almost taken straight from the iTunes-exclusive album Mother 3i from the tracks "From Utopia" (His Highness' Theme) and Tatsumairi (LOG-O-TYPE). Many remixed versions of it play throughout Mother 3. A starter track on New Pork City. Also heard when escaping the Porky Statue and while fighting Porky Minch in The Ruined Zoo in the Subspace Emissary. Arrangement Supervisor: Shōgo Sakai,
Composer and Arranger: HAL Laboratory, Inc.
Unfounded Revenge / Smashing Song of Praise [171] A remix and combination of the two boss-battle tracks of the same name from Mother 3. The first, "Unfounded Revenge," is from the fights with the Fierce Pork Trooper and the second, "Smashing Song of Praise," is from the fight against the Steel Mechorilla. A starter track on New Pork City. Also plays when battling the dark versions of Ness and Lucas in The Great Maze. Arrangement Supervisor: Kentaro Ishizaka,
Composer and Arranger: HAL Laboratory, Inc.
Mother 3 Love Theme [172] Taken from Mother 3 during the prologue, this track is a remix of the "Theme of Love" track from the Mother 3 and is the main theme of the game. In Mother 3, the track is actually "Mom's Hometown" with the last verse being the actual Mother 3 Love Theme. A randomly collectible CD track on New Pork City. Is Lucas's Character Roll Call theme. Arrangement Supervisor: Shōgo Sakai,
Composer and Arranger: HAL Laboratory, Inc.
You Call This a Utopia?! [173] This is an arranged version of the New Pork City theme, which is itself a mix of three Porky based themes from Mother 3, including Porky's Theme, The Pig King's playroom and the end of DCMC's track, Theme Of King P. A randomly collectible CD track on New Pork City. Arrangement Supervisor: Kentaro Ishizaka,
Composer and Arranger: HAL Laboratory, Inc.
Humoresque of a Little Dog [174] The music that plays inside drug and department stores in Mother and EarthBound. Starts out as a slow country tune with a banjo, then quickly turns hoe-down style, and finishes with a slower version of the country tune. The track also appears in Mother 3. A starter track on New Pork City. Arrangement: Masato Kouda,
Composer: Nintendo.
Snowman [175] A remix of the theme that played in the town of Snowman in the original Mother; the track also appeared in EarthBound and Mother 3. It is taken almost unaltered from the Mother 3+ CD album, adding only choral voices at the beginning and end of each loop. A randomly collectible CD track on New Pork City. Is Ness's Character Roll Call theme. Also heard in The Great Maze in the Subspace Emissary. Arrangement Supervisor: Shōgo Sakai,
Composer: Keiichi Suzuki / Nintendo,
Arranger: HAL Laboratory, Inc.

Fire Emblem

Title Description Usage Notes
Fire Emblem Theme [176] An opera-based orchestration of the recurring main theme of the Fire Emblem series, with new Latin lyrics performed by the group who performed the Super Smash Bros. Brawl main theme. The original (in Japanese) was used as the music for some Fire Emblem commercials that aired in Japan [177]. A starter track on Castle Siege. A small clip of it is heard when Marth is introduced during The Battlefield Fortress in the Subspace Emissary. Composer: INTELLIGENT SYSTEMS,
Arranger: HAL Laboratory, INC.,
Arrangement Supervisor: Shōgo Sakai,
Lyrics Supervisor: Masahiro Sakurai
With Mila's Divine Protection (Celica Map 1) [178] A Latin-style remix of music from Fire Emblem Gaiden that plays during the mission when the player plays as the character Celica for the first time, with the Fire Emblem main theme integrated. A starter track on Castle Siege. Also heard in the first The Wilds in The Subspace Emissary. Composer: INTELLIGENT SYSTEMS,
Arrangement: Noriyuki Iwadare
Attack [179] A medley of two attack themes from the first English Fire Emblem, Fire Emblem: The Blazing Sword, the first being the "Strike" normal attack theme, and then the "Rise to the Challenge" boss attack theme. A starter track on Castle Siege. Also heard in the third part of The Battlefield Fortress in The Subspace Emissary. Composer: Yuka Tsujiyoko,
Arrangement: Kenji Ito
Preparing to Advance [180] A remix of the track "Combat Preparation" that plays on the pre-battle screen of Fire Emblem: The Sacred Stones, with additional music integrated into it. A starter track on Castle Siege. Also heard in the first part of The Battlefield Fortress in The Subspace Emissary. Composer: Yoshihiko Kitamura,
Arrangement: Yuka Tsujiyoko
Winning Road - Roy's Hope [181] An orchestrated remix of the upbeat battle theme that plays when a map in the sixth and seventh Fire Emblem games are about to be completed successfully, with additional music integrated into it. A randomly collectible CD track on Castle Siege. Composer: Yuka Tsujiyoko,
Arranger: HAL Laboratory, Inc.
Arrangement Supervisor: Kentaro Ishizaka
Shadow Dragon Medley [182] A medley of music from the original Fire Emblem, noticeably the first three pieces of music heard in the story mode. In chronological order: Enemy battle phase theme, a theme fittingly named "Trouble", and the player battle phase theme. A randomly collectible CD track on Castle Siege. Composer: INTELLIGENT SYSTEMS,
Arranger: GAME ARTS Co.,LTD.
Arrangement Supervisor: Keigo Ozaki
Ike's Theme [183] The battle music exactly as it appears in Fire Emblem: Radiant Dawn (as "Eternal Bond"), where it plays during certain dramatic chapters involving Ike's group of mercenaries. An unlockable CD track on Castle Siege, unlocked when Ike joins you in the Subspace Emissary. Also plays in the fifth part of The Battlefield Fortress in the Subspace Emissary. Composition and arrangements Copyright Nintendo / INTELLIGENT SYSTEMS.
Against the Dark Knight [184] The attack music exactly as it appears in Fire Emblem: Path of Radiance and Radiant Dawn, where it plays whenever the Black Knight engages in combat with another unit. A starter track on Castle Siege. Also plays during the fights with the dark versions of Marth and Ike in The Great Maze. Composition and arrangements Copyright Nintendo / INTELLIGENT SYSTEMS.
Crimean Army Sortie [185] The battle music exactly as it appears in Fire Emblem: Path of Radiance, where it plays during particular later chapters. A starter track on Castle Siege. Also heard during the fourth part of The Battlefield Fortress in the Subspace Emissary and parts of The Great Maze. Composition and arrangements Copyright Nintendo / INTELLIGENT SYSTEMS.
Power-Hungry Fool [186] The harpsichord-based music exactly as it appears in Fire Emblem: Path of Radiance and Radiant Dawn, where it is used as the main theme of the minor villain Oliver. An unlockable CD track on Castle Siege, unlocked after playing ten brawls on said stage. Composition and arrangements Copyright Nintendo / INTELLIGENT SYSTEMS.
Victory is Near [187] The upbeat battle theme exactly as it appears in Fire Emblem: Path of Radiance, where it plays when certain maps are about to be completed successfully. A randomly collectible CD track on Castle Siege. Is Ike's Character Roll Call theme. Composition and arrangements Copyright Nintendo / INTELLIGENT SYSTEMS.

Kid Icarus

Title Description Usage Notes
Underworld [188] A remix of the Underworld stage music from Kid Icarus. The ending includes the Grim Reaper and the Game Over themes. A starter track on Skyworld. Also heard in The Subspace Emissary's Skyworld. Arrangement Supervisor: Shōgo Sakai,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Skyworld [189] This track is mislabeled in Brawl as it is an orchestration of the Overworld stage music from Kid Icarus instead of the Skyworld stage music. A familiar marching track by John Philip Sousa can be heard. A starter track on Skyworld Also heard in Skyworld and Sea of Clouds in The Subspace Emissary. Arrangement Supervisor: Arata Iiyoshi,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.
Title (Kid Icarus) [190] A newly created orchestration of the Kid Icarus title screen theme. The track starts with 8-bit quality sound before flourishing into a symphony orchestra. A randomly collectible CD track on Skyworld. Is Pit's Character Roll Call theme. Arrangement: Kenji Ito,
Composer: Nintendo.
Kid Icarus Original Medley [191] The original 8-bit versions of all the themes listed above. Includes the title screen theme, Underworld theme, Overworld theme, Skyworld theme, dungeon theme, stage clear theme, and the game over theme. Contains original Famicom Disk versions of the tracks, as opposed to their NES versions. A starter track on Skyworld. Composition and arrangements Copyright Nintendo.

WarioWare, Inc.

Title Description Usage Notes
WarioWare, Inc. [192] A 70's type disco remix of the Main Menu music in WarioWare, Inc.: Mega Microgame$ and the title screen music. A starter track on WarioWare, Inc. Microgame theme music will play when microgames are played on-screen. Because of this, it is impossible to hear the full track while Brawling, and the player can only hear the full version in My Music or in Sound Test or when the game is paused. Arrangement Supervisor: Keigo Ozaki,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.
WarioWare, Inc. Medley [193] A medley of a large number of tracks heard in the first title of the series, WarioWare, Inc.: Mega MicroGame$! These include, in their appearing order: the introduction theme to 9-Volt's games, the boss music of Jimmy T., the theme for Dribble's and Spitz's games, the introduction theme to Dr. Crygor's games, the introduction theme to Wario's second collection of games, the newsflash jingle, and finally the Main Menu theme. A starter track on WarioWare, Inc. Is Wario's Character Roll Call theme. Arrangement Supervisor: Ryoji Yoshitomi,
Composer and Arranger: Nintendo.
Ashley's Song [194] A big band version of the vocal theme track of Ashley's set of microgames in WarioWare Touched! with some of the lyrics altered from the original. A starter track on WarioWare, Inc. Arrangement: Tomoko Sasaki,
Vocals: Emily McIntosh, Terry Lauber, James Cowan,
Composer: Nintendo.
Ashley's Song (JP) [195] Same as Ashley's Song, only in Japanese. A starter track on WarioWare, Inc. Arrangement: Tomoko Sasaki,
Vocals: Tomoko Sasaki and the Small Circle of Friends,
Composer: Nintendo.
Mike's Song [196] A 50's rock-and-roll version of the vocal theme track of Mike's microgame set in WarioWare Touched! The lyrics "Rock the Mike!" have been removed. A randomly collectible CD track on WarioWare, Inc. Arrangement: Masafumi Takada,
Vocals: Terry Lauber, James Cowan,
Composer: Nintendo.
Mike's Song (JP) [197] The same as Mike's Song, only in Japanese. A randomly collectible CD track on WarioWare, Inc. Arrangement: Masafumi Takada,
Vocals: Jun Fukuda and GHM sound team,
Composer: Nintendo.
Mona Pizza's Song [198] A fully redone version of the vocal theme track of Mona's microgames in WarioWare Twisted! Some of the extra vocals (such as Yum! Yum! Yum!) in the original have been either changed or removed entirely. The track was used in-game as an advertising jingle for Mona Pizza, the pizzeria where Mona worked. A starter track on WarioWare, Inc. Arrangement Supervisor: Takahiro Nishi,
Vocals: Christina Peyser, Nate Bihldorff, Andy Hartpence,
Composer: INTELLIGENT SYSTEMS,
Arranger: GAME ARTS Co.,Ltd.
Mona Pizza's Song (JP) [199] The same as Mona's Pizza's Song, only in Japanese. A starter track on WarioWare, Inc. Arrangement Supervisor: Takahiro Nishi,
Vocals: Gakkie & Kubocci,
Composer: INTELLIGENT SYSTEMS,
Arranger: GAME ARTS Co.,Ltd.

Pikmin

Title Description Usage Notes
Main Theme (Pikmin) [200] The title theme from Pikmin on the Nintendo Gamecube, with no changes to the original track. It sounds very mysterious, like a jungle. A starter track on Distant Planet. Also heard in the first part of Outside the Ancient Ruins in the Subspace Emissary and in the cutscene preceding it, when Olimar is introduced. Composition and arrangements Copyright Nintendo.
World Map (Pikmin 2) [201] A redone version music that played on the World Map screen in Pikmin 2, which in turn was a variation of the game's main theme, followed by a remixed rendition of the second half of the World Map screen in the original Pikmin game, plus some new music inserted before the loop to the start. This arrangement is described by Masahiro Sakurai as "smooth and lovely." A starter track on Distant Planet. Arrangement Supervisor: Yasunori Mitsuda,
Composer: Nintendo,
Arranger: PROCYON STUDIO CO., LTD.
Stage Clear / Title (Pikmin) [202] A medley of both the End of Day music from Pikmin, as well as a remix of the title screen theme. A starter track on Distant Planet. Is Olimar's Character Roll Call theme. Arrangement Supervisor: Kentaro Ishizaka,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Forest of Hope [203] The music played in the area Captain Olimar dubs as "the Forest of Hope." Lifted directly from the original Pikmin. The bongo drum percussion added into every other loop is derived from the bongos that play in Pikmin when enemies are nearby. A starter track on Distant Planet. Composition and arrangements Copyright Nintendo.
Ai no Uta [204] A promotional image track performed by the Japanese band Strawberry Flower that was used in commercials for the original game. This track has three verses. Translated, its English name is "Song of Love". A starter track on Distant Planet. Composition and arrangements Copyright Strawberry Flower.
Ai no Uta (French Version) [205] A version of Ai no Uta with different instruments and lyrics. It has only one verse, and this verse loops repeatedly. This is the only track in SSBB with lyrics in the French language. An unlockable CD track on Distant Planet, unlocked when a combined total of 37,500 feet is achieved in the Home Run Contest mode. Composition Copyright Strawberry Flower.
Tane no Uta [206] Similar to Ai no Uta, this was an image track performed by the Japanese band Strawberry Flower that was used in commercials for the second title, Pikmin 2. Translated, its English title is "Seed Song". A randomly collectible CD track on Distant Planet. Arrangements Copyright PAPA DAISUKE,
Lyrics Copyright DENTSU INC. KANSAI.
Environmental Noises [207] Not so much a "track" as it is a recording of outdoor ambient noises in a forest/jungle environment. This includes sounds like leaves rustling and twigs snapping, as well as animal calls such as cricket chirps and bird tracks. These were all background sound effects in both Pikmin and Pikmin 2. A starter track on Distant Planet. Arrangement Supervisor: Takahiro Nishi,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.

Animal Crossing

Note that these tracks are the ones available for Smashville through My Music; however, if one brawls on that stage from 8:00pm to midnight on a Saturday night, the track will instead be selected randomly from the following: K.K. Cruisin' [208], K.K. Condor [209], K.K. Western [210], K.K. Gumbo [211], Rockin' K.K. [212] and DJ K.K. [213] All of these are ripped directly from the Animal Crossing games, when Totakeke "K.K." Slider played his tracks at the aforementioned time in front of train station and inside The Roost in Animal Crossing and Animal Crossing: Wild World respectively. The rips in Super Smash Bros. Brawl are the tracks from his live performances, NOT the CD versions, which are different arrangements. These tracks cannot be accessed in the Sound Test, likely as an incentive to make players utilise this easter egg.

Title Description Usage Notes
Title (Animal Crossing) [214] Despite the incorrectly labelled title, this track is a medley of themes from Animal Crossing: Wild World. Some of the tunes are quite obscure due to all the extra overlapping instruments, so here is a timeline: (0:00-0:26) First half of title screen theme, (0:27-0:30) Museum theme, (0:31-0:41) Second half of title screen theme, (0:42-0:47) 3pm-4pm theme, (0:48-0:49) "Loan paid off" jingle, (0:50-0:56) 6am-7am theme, (0:57-1:00) Tom Nook's Store theme, (1:01-1:04) Town hall theme. After this, the track loops back around to the beginning. A starter track on Smashville. Arrangement Supervisor: Kazumi Totaka,
Composer and Arranger: Nintendo.
Go K.K. Rider! [215] A remixed version of the K.K. Slider Track of the same name. The first verse is instrumental, but the second verse has vocals by K.K. Slider. A new bridge links the end of the arrangement with the loop. The style of the remix is an homage to the theme track from the original Kamen Rider. A starter track on Smashville. Arrangement Supervisor: Keigo Ozaki,
Composer: Nintendo,
Arranger: GAME ARTS Co.,Ltd.
2:00 a.m. [216] The music that plays from 2:00 AM until 3:00 AM in Animal Crossing: Wild World, remixed and performed by K.K. Slider. This was actually first featured on the Animal Crossing Sound CD, aptly named Keke's Choice. A randomly collectible CD track on Smashville. Arrangement: Tomoko Sasaki,
Composer: Nintendo.
Town Hall and Tom Nook's Store [217] The first part of the track is the theme that plays when in the Town Hall in Animal Crossing: Wild World with the melody whistled, and the second part being the theme of Tom Nook's shopping center. Of the four states of said shop (Nook's Cranny, Nook & Go, Nookway and Nookington's), this remixed portion of the track bears the most resemblance to the former most store's version of the tune. A starter track on Smashville. Arrangement Supervisor: Kentaro Ishizaka,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
The Roost [218] A soothing remix of the music track heard in Brewster's coffee shop, The Roost in Animal Crossing: Wild World. In the PAL copies of Brawl, this track was renamed as "Brewster's Roost" for some unknown reason. A starter track on Smashville. Arrangement Supervisor: Kazumi Totaka,
Composer and Arranger: Nintendo.

Nintendo

Title Description Usage Notes
Ice Climber [219] This is an arrangement of a medley of themes from the original Ice Climber on the NES. This composition bears a resemblance to the piece piece found in Super Smash Bros. Melee. Begins with the following audio clip: "Hey guys; it's the Ice Climbers. Well, all you have to do is get rid of your friends and climb the iceberg!" along with a piano playing the Title screen/Bonus Round theme when the summit is on the top of the mountain. The tempo then speeds up as electric guitar takes over when the iceberg slides down, but once the sleigh bells ring, the tempo slows down and the Main Level theme is played as the iceberg floats on the ocean, before it loops back to the beginning. Note that this is only partially synchronized, and can be thrown off as the stage loops, or if one pauses. A starter track on Summit. Is the Ice Climbers' Character Roll Call theme. Is also heard in the Subspace Emissary in the first part of The Glacial Peak and while fighting the dark version of the Ice Climbers in The Great Maze. Arrangement Supervisor: Toshiyuki Sudo,
Composer: Nintendo
Arranger: Nintendo
Balloon Trip [220] Includes the sound effect of a balloon inflating and an interesting arrangement of the Balloon Trip mode and Bonus Rounds from Balloon Fight. Consists of mostly synths backed by drumset. A starter track on Summit. Arrangement Supervisor: Koji Hayama,
Composer: Nintendo
Shin Onigashima [221] A strong, opening guitar riff leads to a speed metal arrangement of three different themes of the Japan-only Famicom game Famicom Mukashibanashi Shin Onigashima, which were originally modeled off of early Japanese folk music. It begins with the guitar soloing the introduction theme, before breaking down into the full band playing Chapter One's theme, 'At Home' and then Chapter Four's theme, 'Neighboring Village'. An incredibly fast rock track. A starter track on Summit. Arrangement: Masafumi Takada,
Composer: Nintendo
Clu Clu Land [222] Originates from the NES title Clu Clu Land and is a medley of the themes from said game. It starts with the Level Start jingle before breaking into the normal Stage theme, performed by piano and brass instruments, plus an excerpt of the old 8-bit track. After that, it speeds up for the Time Running Out theme and then plays a short remix of the Completion/Results Screen theme. Finally, the Bonus Round theme is played by electric guitar before looping back to the beginning. This track also incorporates sound effects made by the main character Bubbles in the original version of the game. An unlockable CD track on Summit, unlocked when over 1200 ft is reached in a round of the Home Run Contest. Arrangement Supervisor: Keigo Ozaki,
Composer: Nintendo
Arranger: GAME ARTS Co., Ltd.
Mario Bros. [223] A slightly classic theme that incorporates two jingles from the Mario Bros. game. The first is the stage starting theme based on Mozart's Eine kleine Nachtmusik, and the second is the title screen jingle. A track unlocked automatically with Mario Bros. Arrangement Supervisor: Shōgo Sakai,
Composer: Nintendo
Arranger: HAL Laboratory, Inc.
Gyromite [224] A medley of themes mostly from the game Stack-Up, though there are a couple of short tracks from Gyromite thrown into the mix. In order of appearance: Stack-Up Test theme, Stack-Up title theme, Stack-Up Memory mode, Stack-Up Direct mode, end part of Gyromite level theme, (repeat of previous themes), Stack-Up Bingo mode. A randomly collectible CD track on Mario Bros. Is R.O.B.'s Character Roll Call theme. Arrangement Supervisor: Kenichi Okuma
Famicom Medley [225] A strong medley of many well-known Famicom/NES tracks, directly extracted from the following titles in this order: Hammer Bros. Battle theme from Super Mario Bros. 3, Bonus Round theme from Wrecking Crew, title screen theme from Excitebike, first half of the jogging scene theme from the ending of Punch-Out!!, stage music from Soccer, title screen theme from Devil World, second half of the jogging scene theme from the ending of Punch-Out!!, character/mode select theme from Joy Mech Fight, Title screen theme from Duck Hunt, title screen theme from Donkey Kong Jr., title screen theme from Famicom Tantei Club Part II, and victory theme from Urban Champion. A track unlocked automatically with Mario Bros. Composition and arrangements Copyright Nintendo.
Power-Up Music [226] Music that plays when the player acquires a Golden Hammer in Wrecking Crew. The same music is used when one acquires a Golden Hammer in Brawl. A track unlocked automatically with Mario Bros. Composition and arrangements Copyright Nintendo.
Douchuumen (Nazo no Murasamejo) [227] The main theme from the Famicom Disk System game Nazo no Murasamejo, which stars the popularly-requested samurai Takamaru. This is as it appears in the game exactly (ripped 8-bit chiptune); sounding like Japanese folk music. This tune is an impressive demonstration of the limited NES audio hardware. Short, bass notes squeezed between the melody notes give the illusion of two instruments playing simultaneously. A randomly collectible CD track on Mario Bros. Composition and arrangements Copyright Nintendo.
Flat Zone 2 [228] A new remix for Game & Watch's theme. Mostly consists of beep sound effects based off of the Game & Watch era games which used beeps but no music. A single guitar is thrown in later. Note that despite using the same set of beeps as a base as did the Flat Zone track from Melee, this track has a very different ambiance. A track unlocked automatically with Flat Zone 2. Is Mr. Game & Watch's Character Roll Call theme. Composer: Kenichi Okuma.
Chill (Dr.Mario) [229] A remix of the Chill theme from Dr. Mario. A few of the sound effects from the original Dr. Mario game are inserted into this remix. A randomly collectible CD track on Flat Zone 2. Arrangement: Masaaki Iwasaki,
Composer: Nintendo
PictoChat [230] An original composition on piano, featuring Nintendo DS and Wii menu sound effects, such as typing keys and the noises made when entering and leaving a channel. A starter track on PictoChat. Composition Supervisor: Shōgo Sakai,
Composer: HAL Laboratory, Inc.
Mii Channel [231] A redone version of the theme of the Wii's inbuilt Mii Channel, or specifically, the version that plays when one is creating a Mii A randomly collectible CD track on PictoChat. Arrangement Superbisor: Shōgo Sakai,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Wii Shop Channel [232] Original music ripped directly from the Wii's inbuilt Shop Channel. A randomly collectible CD track on PictoChat. Composition and arrangements Copyright Nintendo.
Shaberu! DS Cooking Navi [233] Music from cooking DS game that is released in the U.S. as Personal Trainer: Cooking and in PAL regions as Cooking Guide: Can't Decide what to Eat? which includes spoken lines in Japanese and kitchen sound effects audible in the background. At the beginning, it says "Let's have a Brawl" in Japanese. In the European copies of Brawl, it is given the full Japanese title "Shaberu! DS Oryouri Navi" for an unknown reason. [234] A randomly collectible CD track on PictoChat. Arrangement Supervisor: Toshiyuki Sudo,
Composer: Nintendo,
Arranger: Nintendo.
Brain Age: Train Your Brain in Minutes a Day [235] A medley of tunes ripped from the DS edutainment title of the same name and its sequel. Its introduction is the first game's title screen theme, and then it loops the first game's menu screen theme, along with the second game's variants of the title screen theme and calendar screen theme. In PAL copies of Brawl, this track is called "Dr Kawashima's Brain Training: How Old Is Your Brain?" to correspond with the European name of the same game. A starter track on PictoChat. Composition and arrangements Copyright Nintendo.
Opening Theme (Wii Sports) [236] The track begins with the Round Start jingle in the Wii Sports Boxing game. The title screen theme and the main menu theme then play. Both themes are ripped directly from Wii Sports. A starter track on PictoChat. Composition and arrangements Copyright Nintendo.
Charge! (Wii Play) [237] Background music taken straight from the Cow Race subgame on Wii Play. A randomly collectible CD track on PictoChat. Composition and arrangements Copyright Nintendo.
Lip's Theme (Panel de Pon) [238] The theme of the Flower fairy Lip from Panel de Pon, reworked internationally as Tetris Attack and Puzzle League games. A randomly collectible CD track on PictoChat. Arrangement: Masafumi Takada,
Composer: INTELLIGENT SYSTEMS.
Tetris: Type A [239] An orchestration of the classic Type A Tetris music, based on the Russian folk track Korobeiniki; this orchestration has a "haunting" atmosphere that suits the aesthetic of the Brawl stage it plays on. A track unlocked automatically with Luigi's Mansion. Arrangement Supervisor: Yoko Shimomura,
Composer: Russian Folktrack,
Arranger: Midiplex Co., Ltd.
Courtesy of The Tetris Company.
Tetris: Type B [240] A mariachi-style remix of the classic Type B Tetris music that includes vocalized chanting. A randomly collectible CD track on Luigi's Mansion. Arrangement: Masafumi Takada,
Composer: Nintendo,
Courtesy of The Tetris Company.
Title (3D Hot Rally) [241] A rock remix of the Title Screen theme of the NES racing game 3D Hot Rally. After that, there is a bridge of random guitar notes and drum beats and then an orchestral arrangement of the first part of this theme plays. Following this is the loop. An unlockable CD track on Mario Circuit, unlocked when Target Smash Level 5 is cleared for the first time. Arrangement Supervisor: Kentaro Ishizaka,
Composer: Nintendo,
Arranger: HAL Laboratory, Inc.
Tunnel Scene (X) [242] This techno-themed track is based off of the music that played during the tunnel linking Earth to Tetamus II and back in one of the earliest Game Boy games, a Japan-only space combat game known as X, which is notable as being one of the first 3D games for a handheld console. The theme is played twice, using different synths. The arrangement is thus fittingly used on the Lylat Cruise stage. It is notable that the game was assisted by Argonaut Software, who developed the original Star Fox. The game concept was designed by Dylan Cuthbert who was a lead programmer of Star Fox. A randomly collectible CD track on Lylat Cruise. Arrangement Supervisor: Yusuke Takahama,
Composer: Nintendo,
Arranger: TARGET ENTERTAINMENT INC.
Mario Tennis / Mario Golf [243] An orchestrated combination of introduction themes from the Mario Power Tennis and Mario Golf : Toadstool Tour on the Nintendo Gamecube. A starter track on Mario Circuit. Arrangement: Motoi Sakuraba,
Composer: Motoi Sakuraba.
Marionation Gear [244] A remix and rearrangement of the stage music in the stylus-controlled DS mech-combat game Chōsōjū Mecha MG, heard in fights between two Marionation Gears. A starter track on Norfair. Arrangement: Masafumi Takada,
Composer: Grasshopper Manufacture.
Title (Big Brain Academy) [245] A more upbeat and faster-paced remix of the quirky title screen theme to Big Brain Academy and Big Brain Academy: Wii Degree. A starter track for Distant Planet. Arrangement Supervisor: Toru Minegishi,
Composer: Nintendo,
Arranger: Nintendo
Golden Forest (1080° Snowboarding) [246] A heavy-metal like track from the Golden Forest course in 1080° Snowboarding for the N64. A randomly collectible CD track on Port Town Aero Dive. Composition and arrangements Copyright Nintendo.
Battle Scene / Final Boss (Golden Sun) [247] A progressive rock remix of two battle themes in Golden Sun: The Lost Age; it starts with the game's standard battle theme (often called "Felix's battle theme") and then afterwards loops the game's final boss theme (often called the "Doom Dragon theme"). This track is unusual compared to other ones in Brawl because of its long introduction before the looping part. A randomly collectible CD track on Norfair. Arrangement: Motoi Sakuraba,
Composer: Motoi Sakuraba
Excite Truck [248] Music taken straight from the menu of Excite Truck. It is also the BGM for all Fiji circuits. An unlockable CD track for Mario Circuit, unlocked when Target Smash Level 2 is cleared in under 19 seconds. Composition and arrangements Copyright Nintendo.

Metal Gear

Title Description Usage Notes
MGS4 ~Theme of Love~ Smash Bros. Brawl Version [249] An action-oriented instrumental version of the theme track from Metal Gear Solid 4: Guns of the Patriots game, made especially for SSBB. It was later used in said game as one of the tracks for Snake's in-game iPod, called Love Theme (action version) A starter track on Shadow Moses Island. Arrangement Supervisor: Akihiro Honda
Composer and Arranger: Konami Digital Entertainment Co., Ltd.
Encounter [250] A techno remixed version of the Alert Phase theme from Metal Gear Solid, which also plays in the first part of the boss battle against Liquid Ocelot in Metal Gear Solid 4: Guns of the Patriots. This is the same track that played during the Snake Joins The Brawl movie, his entrance movie into Brawl. A starter track on Shadow Moses Island. Also heard during the second part of the Battleship Halberd Interior. Arrangement Supervisor: Yasufumi Fukuda
Composer: Konami Digital Entertainment Co., Ltd.
Theme of Tara [251] A remixed version of the main theme from the original Metal Gear on the MSX2. Named for the way Hideo Kojima interpreted the track. A starter track on Shadow Moses Island. Also heard during the first part of the Battleship Halberd Interior. Arrangement Supervisor: Takahiro Nishi
Composer: Konami Digital Entertainment Co., Ltd.
Arranger: GAME ARTS CO., Ltd.
Battle in the Base [252] The original version of the Alert Phase theme from Metal Gear Solid 3: Snake Eater that played during enemy encounters inside an enemy complex. A starter track on Shadow Moses Island. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd.
Yell "Dead Cell" [253] A slightly changed version of the Metal Gear Solid 2: Sons of Liberty boss battle theme that played when Snake or Raiden faced the members of Dead Cell in battle. Strangely, even though it says "ORIGINAL" on the Sound Test, it is actually altered from its original version in Metal Gear Solid 2: Sons of Liberty. This version of the music was the remastered one on Metal Gear Soild 2: Sons of Liberty - The Other Side. A starter track on Shadow Moses Island. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd.
Cavern [254] A sneaking theme lifted straight from Metal Gear Solid. A starter track on Shadow Moses Island. Also heard in the cutscene before the second part of the Battleship Halberd Interior. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd.
Snake Eater (Instrumental) [255] A looping instrumental version of the main theme of Metal Gear Solid 3: Snake Eater, which also plays in the third part of the boss battle against Liquid Ocelot in Metal Gear Solid 4: Guns of the Patriots. The vocals, which lent the track a James Bond-like quality, were taken out due to licensing and copyright issues. An unlockable CD track on Shadow Moses Island, unlocked when 15 brawls are played on the aforementioned stage. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd.
Theme of Solid Snake [256] The original theme from the prologue of Metal Gear 2: Solid Snake for the MSX2. A randomly collectible CD track on Shadow Moses Island. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd.
Calling to the Night [257] The ending theme to Metal Gear Solid: Portable Ops, but only the first verse and chorus. A randomly collectible CD track on Shadow Moses Island. Is Snake's Character Roll Call theme. Composition and arrangements Copyright Konami Digital Entertainment Co., Ltd,
Vocals: Natasha Farrow
.

SONIC THE HEDGEHOG

Title Description Usage Notes
Green Hill Zone [258] The track that plays on Green Hill Zone. Taken directly from the original Sega Genesis game. A track unlocked automatically with Green Hill Zone. Composition Copyright Masato Nakamura.
Angel Island Zone [259] A rock remix/medley of the two tracks that played on each of the two acts in Angel Island Zone in Sonic the Hedgehog 3. It is the only rearranged Sonic track in Brawl. It was included in the Japanese CD True Blue: The Best of Sonic the Hedgehog released before SSBB. A track unlocked automatically with Green Hill Zone. Composer: Jun Senoue,
Arranger: SEGA
Scrap Brain Zone [260] A rip of the Scrap Brain Zone level theme from Sonic The Hedgehog. A track unlocked automatically with Green Hill Zone. Composition Copyright Masato Nakamura.
Emerald Hill Zone [261] Stage music from the Emerald Hill Zone stage in Sonic The Hedgehog 2. A track unlocked automatically with Green Hill Zone. Composition Copyright Masato Nakamura.
Sonic Boom [262] The theme track for the American version of Sonic CD. A track unlocked automatically with Green Hill Zone. Composition and arrangements Copyright SEGA.
Super Sonic Racing [263] The theme track from Sonic R used on the title screen as well as the final race track, Radiant Emerald, when Super Sonic is the player character. A randomly collectible CD track on Green Hill Zone. Composition and arrangements Copyright SEGA.
Open Your Heart [264] The theme track for Super Sonic and main theme of Sonic Adventure and Sonic Adventure DX: Director's Cut. It only plays the first verse, chorus, and bridge of the original track, which played in the battle against Perfect Chaos. A track unlocked automatically with Green Hill Zone. Composition and arrangements Copyright SEGA.
Live & Learn [265] The theme track for Super Sonic and Super Shadow as well as the main theme of Sonic Adventure 2 as well as Sonic Adventure 2: Battle. It played in the opening sequence of the game and also in the battle against The Final Hazard. Only the first verse, chorus, and part of the bridge. This also played on the "Sonic Joins the Brawl" movie. The vocals are performed by Crush 40. A track unlocked automatically with Green Hill Zone. Composition and arrangements Copyright SEGA.
Sonic Heroes [266] The theme track for Sonic Heroes. It repeats after about half of the original, which was played during the introduction sequence. The vocals are performed by Crush 40. A randomly collectible CD track on Green Hill Zone. Composition and arrangements Copyright SEGA.
Right There, Ride On [267] The theme track of the two stages of the first area, Leaf Storm Zone, in Sonic Rush. A randomly collectible CD track on Green Hill Zone. Composition and arrangements Copyright SEGA.
HIS WORLD (Instrumental) [268] The theme track for Sonic the Hedgehog (2006). It is also Sonic's theme in said game. The lyrics were removed due to copyright difficulties. An unlockable CD track on Green Hill Zone, unlocked when ten brawls are played on that stage. Composition and arrangements Copyright SEGA.
Seven Rings In Hand [269] The theme track from Sonic and the Secret Rings, which played in the battle against Alf Layla Wa-Layla, but only the first verse and first chorus. Lyrics are performed by Steve Conte. A track unlocked automatically with Green Hill Zone. Is Sonic's Character Roll Call theme. Composition and arrangements Copyright SEGA.

Removed tracks

A number of empty, normally inaccessible music files exist in the code for Brawl and have been discovered by hacking. It is mostly believed that these are tracks that were intended to be used in-game but were removed at some point in development. Note that as the music files themselves do not play any actual sound, the specific identity of the tracks is not always clear.[270]

File Title in Brawl's code Category (based on prefix) Song Identity Theories
snd_bgm_A11_MLRPG02 Mario Unknown track assumed to be from Mario & Luigi: Partners in Time.
snd_bgm_A12_MORINOKINOKO Mario Japanese translates to "Mushroom Forest"; due to its position in the list, which follows a general chronological trend, it is assumed this track was the theme for Toadwood Forest, also from Partners in Time.
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.
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" which translates to "Chosen Ones", a track from Fire Emblem: Monshō no Nazo.
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.
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".
snd_bgm_K06_BECAUSE Mother Assumed to be "Because I Love You", a track from EarthBound.
snd_bgm_M14_WARIOSTAGE Wario Track of unclear origin in the Wario universe.
snd_bgm_N04_RADIOTAISO Animal Crossing The Japanese "Radio Taisou" translates to "Radio Exercises," a track from Animal Crossing.
snd_bgm_Q03_SPORTSMEDLEY Miscellaneous songs Assumed to be a medley of tracks 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; assumed to be a track from that game.
snd_bgm_S01_MAINTHEME Metal Gear Due to its placement in the filesystem of Brawl, assumed to be the main theme of a Metal Gear Solid game.
snd_bgm_S09_BEATMANIA Metal Gear Hypothesized to be Metal Gear universe music from Beatmania.
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 "You Can Do Anything", a track from non-North 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," 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. What the song was supposed to be specifically is currently unclear.
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.

Scrapped Adventure Mode music

The following unused tracks 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

Various victory themes that specifically attribute to one character were also found, suggesting that characters were supposed to have their own victory theme independent of their series. In the final product, only Meta Knight has a different fanfare than other characters of 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 these, there are two other unused fanfares, snd_bgm_Z52_JCLEAR1 and snd_bgm_Z53_JCLEAR2; their intended use is unknown, though they may have been themes for clearing a level.

See also

External links

Template:SSBBMusic