Super Smash Bros. Brawl LOST BITS | Unused Content & Unseen Secrets [TetraBitGaming]

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[Music] hey guys and welcome back to another episode of lost bits right here on tetra Bey gaming the series where we explore the scrapped unused and unseen content in video games finally here by popular demand very popular demand is a lost bits video for Super Smash Brothers Brawl although I don't think it's the best smash game it is one of my favorite Wii games and I have very fond memories of it and all the hype leading up to its release like come on name one thing more hype than the smash dojo in 2007 and 8 well I guess there's the B movie game anyways guys we got a lot to go through so let's get it it's time to find some lost biz alright let's kick things off with several characters that are referenced in the game's files suggesting that they were scrapped from the game in no particular order we got dr. Mario Mewtwo Roy Dixie Kong toon Zelda and toon chic which I assume was to be tetra from Wind Waker and prowl and ER score my which is believed to have been Plusle and minun from Pokemon as their Japanese names are spelled priscilla and minun respectively now I'm not sure whether some of these were to be assist trophies pokeball Pokemon actual fighters or just shown in the background of a stage like I almost thanked Toon Zelda or tetra may have just been background characters in the pirate ship Wind Waker stage and I'd imagine Plusle and minun would have just been assist pokémon rather than fighters furthermore for Dixie Kong in an interview with famiy to the legendary Masahiro Sakurai mentions that Dixie was actually planned to be part of Diddy's move set as she could be tagged in and out of the fight in some manner then as far as the fighters that didn't return from melee I can only assume time storage space or perceived demand were a factor in deciding to leave them out this time around other fighters that were apparently considered at one point or another to be added to the but don't have any references left over include pac-man who Sakurai rejected due to his Pizza shaped design being too far-fetched villager from Animal Crossing who Sakurai felt was too cute of a character and wasn't suited for battle Me's which were cut since similarly Sakurai thought should it be punching and kicking blast toys was apparently supposed to be part of Pokemon trainers squad but was cut since Sakurai felt squirtle was a better fit and the different sizes between the three Pokemon would be a better dynamic I hate you Sakurai crystal from starfox adventures who was later replaced by wolf since due to time constraints the developers could more easily build off of Fox in Falco and finally Geno from Super Mario RPG was considered due to his popularity and Sakurai thought he could easily fit into the universe of the game these plans ultimately fell through likely due to issues with Square Enix Co owning the rights to the character my fingers are still crossed with the hopes that he gets added into smash ultimate anyways by now I guess Sakurai looked past his reservations as most of these have since been added to the series as fighters or assist trophies similarly there are also references to several enemies that our beliefs have been scrapped from the Subspace Emissary adventure mode highlights here include dry bones and buzzy beetles from the Mario series and bronto burts bonkers and blade Knight from the kirby series and although waddle dee and waddle do appear as part of King Dee Dee Dee's movesets being grouped in here suggests that they might have also been planned to be in the game as subspace enemies I'm not too familiar with the rest of the names here so they were likely just more original subspace enemies then as far as unused items go found amongst the text for items used in training mode there is reference to some sort of hover disc as well as a variant of the X parasite from Metroid Fusion I'm not sure exactly how either of these would have been used scrapped characters enemies and items are cool and all but you know what else is cool well yeah that's pretty cool too but how about some cut game modes well first is a scrapped game that was apparently going to be called slipspace according to this text string left over in the game this was planned to be some sort of beat'em up mode apparently it was going to be one continuous match where players could join in leave and replace other players in the lobby until the game was finished other text suggests that it was going to be an online mode and only playable with anyone and no coding to be able to play it with friends remains and the timer could apparently be changed from 1 all the way up to 60 minutes it sounds like a pretty cool concept I'd love to see this unearthed in a playable form someday or in a future smash update in ultimate there's also another online mode that was scrapped and that's an online version of the boss battles mode by hacking this mode in it can be seen in the character select screen that a co-op high score counter and the ability to toggle the difficulty was implemented suggesting that this may have been scrapped closer to brawls release now let's press on to various graphics left over that either go unused or contain some secrets first up in a big series of texture stuff is a small hidden easter egg found on the texture for the metroid assist trophy surprisingly on the texture is a small sprite of mr. Saturn from earthbound now this area of the texture isn't mapped to any part of the metroid model which is why it's never seen it's possible this is here by accidents but it's just almost too random that I feel like mr. Saturn was put here on purpose to be a developer secrets similarly there is also a normally unseen thing found in snake's head texture Hey it says def and underscore F underscore o layer not sure if the text being right under the three different tear things matters but I know death is a function in some coding languages so maybe this was some sort of reminder on how to define this texture or something next up we got textures for Lynx or Don sword from Twilight Princess even though the sword doesn't make any appearance anywhere in this game I guess maybe at one point earlier in development link was plans to the Ordon sword instead of the Master Sword the Master Sword is definitely more iconic so good change I would say now in rapid succession all unused we got parts of Ike's hair several 2d objects from new pork City and some distant planets tile textures then next we got this this weird unseen texture honestly looks like a programmer drew it up in like a minute [Music] is it supposed to be Mario Ness who knows I'll let you decide moving along we got more unused textures like the back of Goom Bella's trophy an early unused version of Jigglypuff's stock icon Mario stock icon from melee Giga Bowser stock icon also from melee with boss one overlaid probably was used as some sort of placeholder an unused texture meant for an also unseen 20 pellets from the distant planet stage this placeholder character roll portrait with the word nothing written on it in Japanese some early textures for the stage builder a blurry version of the frigate or fee on light which is believed to have been intended to create some sort of glowing effects textures for a splash effect from the Mario Bros stage an unused boo texture which we'll come back to later a collection of great maze character icons and finally some unused CD labels these appear to be of Ocarina of Time or Majora's Mask starfox assault and Yoshi story and I think these were probably meant for either the trophy descriptions where it shows where characters were from or the masterpieces mode where the game lets you play some classic games for events in any case out of these only Ocarina of Time is available as a masterpiece and neither its nor Yoshi's Story were on a CD so yeah I guess these just didn't make any sense next up is this unused level bar heads-up display thing now it's not entirely clear what this was for but I think it's likely it was meant for some sort of leveling up RPG like mechanic for the Subspace Emissary PP here apparently might refer to power points which was also a scrapped scoring mechanic and speaking of the Subspace Emissary there are also several placeholder screens for the cutscenes I guess before they were finished what the cutscene was planned to be as well as how long it would last is written in Japanese for example here we got Bowser's surprise attack on the princess which was to last 20 seconds and then we also got this sample version of these same images nice a placeholder for a placeholder now for a bit of an oddity apparently the textures for the Perry trophy from super Princess Peach are titled peach tex c d e and f and this follows the naming convention of the rest of peaches textures this in combination with the model for peaches umbrella literally being named weapon peach Kassar which is perry's name in japanese strongly suggests that peach was once planned to use perry as her parasol and lastly for the textures it appears that there was a scrapped mechanic in which characters would show signs of wear and tear i assume when taking enough damage what do i mean well there are certain textures that show parts of a character cracked or damaged things like cracks in meta Knights masks links sword and shield Marth and Ike swords Lucas's bat and captain Falcons helmet which would have revealed his eye which fun fact is the same eye texture that snake uses this idea is further supported as the crack is on the left side of captain Falcons helmets and this explains why he only has that one eye model now while some of these are used most of them aren't so I do believe having weapons show wear and even break apparently was planned to be a feature in the game I'd be willing to bet that most of these were removed because it would have been too hard for the player to even see these details with a standard definition resolution it's too bad it was removed because I think it would have been a really cool mechanic to see and it could have even been game-changing if items like Lynx sword could indeed break during a fight now with 2d stuff out of the way time to move on to the third image first we got some stage builder tiles that go unused including tile sets with a nature ruins and laboratory theme then there's Colin from Twilight Princess tied up to a spear meant to be seen in the bridge of elven stage I assumed he was going to be carried on the spear by the king bulb in just like he is in Twilight Princess then there are unused parts of the main port town arrow dive platform which are believed to have made a glow like this and also an unused early version of Luigi's blue costume which was left over looking good pal Luigi looks weird here because for whatever reason this model has its shadow model integrated with it instead of being separates next we got several trophies that didn't make it into the final game I'll blast through them all quickly here we got Donkey Kong and Diddy Kong from DK barrel blasts dread Kong and a party monkey from DK jungle beads Meta Knight sword Heller ins and then several leftover trophy models from melee are still found in the game like samurai Goro Donkey Kong jr. as well as a bunch of the fighters just like hell melee had several trophies for each character brawl two was apparently once planned to have the same instead of just one non final smash version each as such several second version fighter trophies didn't make it into the final cut including diddy and DK king dedede Lucario captain falcon luigi being a wuss Mario Falco zero suit samus Pitt Pikachu Jigglypuff Zelda Sheik snake and pokemon trainer I suppose at one point the developers felt the final smash variant was seen as enough for a second trophy for each character and while on the topic of trophies apparently ridley may have been planned to appear in brawl as an assist trophy this is pretty heavily implied by an empty effect file for Ridley that is found amongst the other assist trophies in the files of the game and lastly for 3d stuff there are several fighter animations that are unused in the game these animations include fox and falco looking around furiously it is believed this is from a scrapped mechanic where their blasters would misfire or overload you thought tripping was bad in this game imagine your blaster just randomly overloading once in a while then we got an animation of Diddy laughing which based on its name was likely meant to be used after a player slips on a banana peel thrown by Diddy the pokémon trainer jumping falling and landing zero suit samus seemingly throwing items with her plasma whip Wolff using the rapid kick move implying he was going to be even more of a clone of Fox and Falco than he already is Kirby using his down special hammer attack which was later implemented in smash 4 and lastly an unused animation of Captain Falcon gracefully landing to the ground after turning his enemies into Blue Falcon roadkill during his final smash this animation was also later reused in future games starting with smash 4 then although not exactly a fighter there are also several unused animations for the sandbag in which it would be grabbed held and hit since these exist and appear to have been worked on a decent amount it suggests that the ability to grab the sandbag was planned to be implemented and might have been scrapped late into the game's developments although it was there in melee the ability to grab a sandbag would it be implemented until 2018 with the release of Super Smash Bros ultimate link also has some unused graphic effects we have linked Titan Geary and Link Titan Geary err I think it's pretty obvious this effect was going to be used with his spin attack while on the ground as well as obviously in the air there's also this texture for this effect as well alright let's take a bit of a break from all the models and graphics with some unused audio of which there is surprisingly a lot of first are a few unused sounds of each character yelling in pain after being sent flying from a strong attack this set goes unused for each character in the game so I won't play them all but here are a few of my favorites Oh a lot of these unused sounds were actually later reused in future smash games as many of the voice clips in those games were recycled from brawl furthermore there are several other unused miscellaneous voice clips and leftover melee sound effects for certain characters again in the interest of time I'll just play through all of them quickly yes now my power is without rival here we go oh and there's also this version of the effect heard in melees classic mode before a stage begins that's normally associated with the placeholder cutscene images I mentioned earlier since those are normally unused so is this Fingal and finally there are two unused voice clips of the announcer announcing a fighting alloy team and that a stage has been cleared fighting alloy team stage clear now those are just the audio files that are still left over in the game but there are also quite a few that were outright removed with just their filename remaining these include tracks from Mario and Luigi partners in time Link's Awakening Yoshi's cookie starfox command Fire Emblem earthbound Wario Ware Animal Crossing several tracks from previous smash games the main theme from Metal Gear Solid a remix of it from bee mania and lastly the Japanese and European version of the title song from Sonic CD the last few there were very likely removed due to licensing issues next we got a few unused text strings that were meant for the notice messages there is a period - and one that would have just congratulated the player for collecting 100 songs the first - I can only assume were just test messages not really anything to do with unused stuff but looking at all these unused audio files made me think back to those unheard lyric videos that were made around when this game first released which 12 year old me found super funny yeah this was YouTube in 2008 much simpler times and finally just like we did in the melee lost bits video for the last stop here let's zip the game's camera around and see if there's any cool things that are normally unseen to the player but before we get to the stages let's first check out the title screen and menus and such since honestly they have much more to talk about first up is the title screen which I always just assumed was a pre-rendered video but nope turns out that this is actually a 3d environment - and we can even see all the different layering with the logo the background text colors and effects similarly the menu screen is also a 3d space and right away when zooming out we can see a few things hidden away out of normal view first is this thing found way up top this is the same graphic that is used to keep track of which submenu you're on so I assume this is just stored here so the game can call it in when it's required on the bottom of the area are these rectangular things that at first I had no idea what they were for this is until I selected a mode and saw that they changed colors to the theme of the mode that was selected based on how they move I think they are somehow related to the next color splash that appears behind the text on the bottom of the screen when switching modes when it's grey the next splash two will be grey when it's yellow the next one will be yellow and so forth next is the background that is used for several of the vault options which we can again see isn't just a 2d image but a whole 3d backdrop with this texture layer to make it more interesting than just a boring gradient for the stage builder in addition to some arrows hidden out of view on the top and bottom it was cool to view the screen from a side angle to see the parts in 3d way deeper than the screen layer and also how the backdrop image is completely disjointed and found way further back then we got the trophy room which also has a few unseen goodies just under normal view we can again see some stored away graphics that I guess are called up there's the got its graphic that shows up when getting a trophy as well as a tiny textbox that I could hardly read since if I brought the camera too close it would actually get called out it's however the message that asks if you're sure you want to use a hammer to break open one of the trophies lastly here it's interesting that although the camera calls out most of it the entirety of this trophy room is rendered as a big circle that just rotates well at least I think it's cool then as far as the coin launcher minigame goes basically the only notable thing here is that the missiles and triangle enemy things are actually found hidden below the table until they are called so we can see the missile just corporately floating in place and lastly before we get to the stages we can look at the character select screen from a different angle to really juxtapose the difference between the 2d background image and the 3d hand and character select token models we can see graphics hidden off-screen when other players aren't connected and just like we saw in melee on the results screen here we too can see a bunch of graphics hidden out of normal view that pop up as the player progresses through the results ok and now finally let's get to the stages in the interest of time I'll only be touching on the stages that have anything noteworthy to really talk about so first up the quintessential competitive stage final destination now although there's nothing really hidden here it was really cool just to see how absolutely massive the background is on the stage and just how breathtaking some of the effects are either from a different angle or just up close like honestly I kind of got lost in thought just flying around in here it's so captivating and I just found these effects so cool to see from different angles next we got Delfino Plaza which I think we all know is a very detailed stage but when looking at it closer I was surprised to see the other stages off in the distance just like we saw in the Super Mario Sunshine Redux video either way it's a very detailed stage as far as brawl goes that's for sure in Luigi's Mansion if we bring the camera just under Shaun T's bed here we can see the unseen boo sprites I mentioned earlier that isn't seen anywhere else in the entire game it is a boo so it's not exactly out of place here and it's actually the same texture that is used for the blue balls in Luigi's Mansion so I think it's far more likely that this was placed here on purpose by a developer as a hidden little easter egg rather than this just appearing here by accident also I don't think I ever noticed this while playing but the entirety of the stage is held up by some weird rock formation that if we take the camera far enough we can see it extends pretty far down definitely not how the mansion is seen in the original video game not too much to say about Mushroom Kingdom other than if we zoom out we can see just how far the stage extends given that it has a scrolling mechanic it's interesting to see many things are loaded off screen like way before and way after they appear to the players and how things are just loaded in and then cold like for some reason the end castle loads in way to the left off screen for a bit before loading to the right where it should be coming up for Mario circuits even though the battle only takes place on these crossroads the entirety of the racetrack is actually modeled despite most of it never normally being visible to the player it's pretty cool to see that the developers went above and beyond just that much with this stage also unlike in Mario Kart games I've covered before like double dash here the stage appears to use humans as spectators instead of just random characters from the Mario universe just like Mushroom Kingdom it was also cool to see other scrolling stages like Rumble Falls and observe how objects are brought in and taken out outside of normal view although not being a scrolling stage itself one interesting dynamic stage to observe was the summit right away we can see that much of the stage is already loaded before where we start and once the peak starts sliding down we can see the lower part slowly start sink down to it's really strange next up is the bridge of Eldon here the interesting stuff is found way in the back starting with the trees which up close we can see have a really cool orange glow to them and also when looking through a tree you can see all the other tree is unobstructed it almost feels like I have some sort of tree x-ray vision anyway then of course we got Hyrule Castle itself in all of its beautiful majestic and pointy glory the castle may look great from afar but up close we can see it's mostly just a collection of really simple pyramids and rectangular shapes for norfair we can get a much closer look at the awesome details in the background how weird the massive lava wave looks from a different angle as well as my favorite part seeing the lava pour out of nothing not much to say about battlefield except that we can find the moon hidden away off screen I guess until it needs to be called when the stage transitions to the night version next is halberd and on top of the halberd itself being incredibly detailed the start of the stage to where the halberd takes off is really cool to see unfold from a distance it's obvious there was a lot of work put into this just for a quick few second intro to the level I think you can definitely tell which series Sakurai might have a little bit of a higher affinity for been working on these games Pokemon Stadium 2 appears to use the same human spectators like in Mario circuit and we can also zip past the stadium and fly in and around the city and the various skyscrapers in the back which again was very relaxing for Castle siege knowing that the stage transitions through several scenes I was expecting to see the area's hidden away off screen but nope the game simply just loads them in instantly during a transition I guess this has always been here and I must be blind but I honestly gotta say I don't think I've ever noticed that there were actually characters in the background in the throne room scene anyways now we can get a closer look at this fella in all of his two glory new pork city has a bunch of stuff in the background that we can get a closer look at and I'm not 100% sure this is ever unseen or not but it appears to be obstructed here by this sign behind it we can see the entirety of the sprite with the word Robbo on it now I've never played mother3 but if this has any sort of significance let me know also I always knew the Empire porky building was tall but looks like it's way taller than we can normally see and it extends for quite a bit until it fades into nothingness here's what the rest of the stage looks like when looking down from its highest point pretty neat perspective I started playing Subspace Emissary to see if there was anything noteworthy but after a few stages I found that outside of just seeing the large portion of the stage that was loaded in already there's really not much to see outside of normal view that said if you guys do want me to go in deeper into the adventure mode let me know when I might make a quick video on it in the future anyways next we got Sega's seemingly favorite stage to reuse Green Hill Zone we can of course get a closer look at tales silver knucks and all of the other small details in the background but what I think is really interesting here is that just like with Mario circuit here there is a lot to the stage that is normally never visible to the player and for the last stage we got Wario Ware 8 which i think has the most interesting stuff that is never normally seen so first and foremost the background at the default area which I always assumed to be a 2d image is actually 3d which was certainly surprising then the transition effect to a micro game and how they pulled it off is insane by zooming out and looking at the stage from the side we can see just how this transition works so first the default background not only moves towards where the camera normally is but it also grows several magnitudes larger in size at the same time the default platform's just kind of get tossed down away from normal view and are just awkwardly left here at a weird angle when the micro game is done the default background shrinks and the platform's fly back into place rinse and repeats also often times the background from the previous micro game will remain behind the default one like here we can still see the background from the don't move micro game as well as this guy's still sitting there I find this whole process of transitioning between micro games and just how the developers pulled it off absolutely fascinating all in all I think it's really cool to get a better look and understanding and how some of the background tricks were done throughout the game anyways guys that will be it for this Super Smash Bros Brawl lost its video and I hope you enjoyed it absolutely massive shout outs to you if you made it to the end here if you enjoyed this video be sure to slap that like button down below and check out my other lost bits videos like the melee one I made by clicking on the card right here also be sure to swing by my other social media things which are all linked below and if you want to support the channel check out my merch over at tetra bit gaming com or consider becoming the latest member of the bit Club click on the join button below for more information anyways guys thanks for tuning in and I will see you in a bit [Music]
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Channel: TetraBitGaming
Views: 622,073
Rating: 4.9224119 out of 5
Keywords: Super Smash Bros Brawl, Brawl, Super Smash Bros Ultimate, Super Smash Bros Brawl Lost Bits, Super Smash Bros Lost Bits, Super Smash Bros Brawl Cut Content, Super Smash Bros Brawl Unused Content, Super Smash Bros, Lost Bits, TetraBitGaming, TetraBit, TBG Common, Super Smash Bros Unused Characters, Super Smash Bros Brawl Unused Sounds, Super Smash Bros Unused Music, Nintendo, Wii, Nintendo Wii, Gaming, Brawl Unused, Smash Bros
Id: GEv9x0usbOc
Channel Id: undefined
Length: 30min 43sec (1843 seconds)
Published: Sat Dec 14 2019
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