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ROSTER BUILDER ULTIMATE - Download Now! by ConnorRentz

Roster Builder Ultimate is here!

Since the announcement of Super Smash Bros. Ultimate, I've noticed more and more that Roster Builder would likely be unable to catch up to the quality of Ultimate's artwork. Roster Builder was based on the character icons ripped directly from Super Smash Bros. for Wii U, and added icons were designed to either loosely match the style or fit another popular 3D art style. Ultimate's art style is much more contained in terms of color, shading, and lighting, and Ultimate also used a different drop shadow. In response, I decided to create a spin-off of Roster Builder: Roster Builder Ultimate.

I'm sure there are a few things I need to explain, so here are some questions answered:

Is Roster Builder Ultimate replacing the original Roster Builder?
Both the original Roster Builder and Roster Builder Ultimate will still continue to see separate updates, but neither will be as frequent or substantial as Roster Builder has been in the past. While the format, style, and quality of Roster Builder Ultimate are all superior to the original, it is incredibly impractical for it to feature nearly the same amount of character icons. Quality and quantity are now balanced between Roster Builder and Roster Builder Ultimate.

How are characters chosen and added to Roster Builder Ultimate?
Anyone can easily create their own character icons, but Roster Builder Ultimate will include new characters based on popularity, demand, and feasibility. The Ultimate artwork style is very distinct, and most of the character artwork made specifically for the original Roster Builder does not fit the Ultimate style, so more often than not, new artwork must be made or heavy edits are required. In addition, a character's color palette must also be altered to fit in with the other characters. I also pick characters based on their ability to be valid Newcomers, Echo Fighters, or Bosses.

To make sure that future characters added to Roster Builder Ultimate are worthy of a slot, I created a poll featuring characters yet to be added to Roster Builder Ultimate. Please take the time to vote for the characters you would most like to see included in future updates, and I will do my best to include the most requested characters!


Joker from Persona 5 is not in this first release. Will he and future DLC characters be added?
DLC characters from Super Smash Bros. Ultimate will be added as high quality renders of their official artwork have been released. The in-game character icons will be included once they are made available.

Are there new guides included with Roster Builder Ultimate?
Two new guides are included to make using Roster Builder Ultimate easier. One guide has the settings needed to create accurate drop shadows for character icons, and the other guide has the grid configurations listed for different-sized character rosters.

Where can I download Roster Builder Ultimate?
Just like the original Roster Builder, you can explore and download Roster Builder Ultimate on Google Drive, and both exe and zip packs are available to download. No request for access is necessary. If your email does not permit you to access the files, please use a different email account.


Is there any way to help out?
If you're an artist making any high quality renders in the Ultimate style, I would be happy to feature your artwork as part of the pack! If you'd like to support what I do in any other way, I would be thrilled if you check out my film work that I make at my production company Kyanite Pictures. We recently released a trailer for a new sci-fi short film!

I would like to thank you all for the support over the years and for making Roster Builder bigger than I ever imagined. I hope you enjoy Roster Builder Ultimate!
Roster Builder - Dec. 2018 Update! 2000+ Icons! by ConnorRentz

The 2K Milestone

    Three years after the first release of Roster Builder with about ninety characters, Roster Builder now has over two-thousand character icons. The final update for Roster Builder in 2018 reached a milestone I've been hoping to reach for awhile. I'm super happy with what Roster Builder has become, and I am glad that it has allowed so many people to create their dream rosters with quality artwork from so many talented artists from around the world. For me, Roster Builder is a celebration of the Super Smash Bros. and Nintendo fans and a way to show how these video games inspire us.

    However, Roster Builder will never be finished. Its completion is determined by each individual who uses it and adds to their own collection of icons. I encourage you to share your custom Roster Builder assets online! I have seen a lot of unique creations, and I can't wait to see more.

 The Future of Roster Builder

    As many people will probably notice, Joker from Persona 5, who was recently announced as the first DLC fighter in Super Smash Bros. Ultimate, is not yet included in Roster Builder. Like all of Ultimate's upcoming DLC, Joker will be included in Roster Builder once the official, high quality render of the fighter is available. With only five DLC fighters remaining, Roster Builder's updates are officially slowing down in 2019. Additional character icons will be added based on new artwork releases (both official and fan-made renders) and demand for specific character icons yet to be included.

    As you may know, both an Item Selection and a Trophy Gallery have been in development for Roster Builder for about two years now. I am unsure if and when these will be released, as both new templates have more complicated features to implement than Character Select and Stage Select screens. It is also difficult to give either template enough assets to compare with the other two currently released templates. If there is considerable demand for the Trophy Gallery template, it may be released as an advanced template since Roster Builder is designed to be easy even for those without graphic design experience. In short, the future of the Item Selection and Trophy Gallery templates are uncertain.

    Now that Super Smash Bros. Ultimate has been released, I am experimenting with a potential new addition to Roster Builder unlike anything I have released for Roster Builder thus far. This may never come to fruition, but if it does, I will be sure to reveal more details.


Thanks!
Joker from Persona 5 is the first DLC characters, so it seems my initial predictions were very off.

I think the direction of Ultimate DLC will be along the lines of the DLC newcomers in Wii U/3DS: Ryu, Cloud, Corrin, and Bayonetta were all incredibly huge and unique additions in their own right. Their status didn't necessarily depend on existing characters in Super Smash Bros. I think this is going to be similar and possibly bigger. We also now know that Nintendo gave Sakurai a list to sign off on or narrow down.

A few names have already been thrown around. One 4chan leak correctly predicted Joker, and then claims that he will be joined by the following:
  • Chrono (Chrono Trigger) or Neku (The World Ends with You)
  • Banjo-Kazooie
  • Edelgard (Fire Emblem: Three Houses)
  • Sylux (Metroid Prime Hunters)
This is not only a pretty good selection of characters, but it's also not an irrelevant list. I do think, like this list suggests, there will be fewer Nintendo DLC fighters. Unless he has a crucial role in Metroid Prime 4, I am unsure if Sylux will be relevant enough to hold his own as DLC. However, considering that Metroid Prime 4 will likely be a major title for the Switch in 2019, I can see why Nintendo would have requested Sylux. If there are any Nintendo characters that I feel are likely, they are bigger ones that can stand on their own such as Paper Mario, Elma, Chorus Kids, and Geno. Edelgard also seems very likely, especially since new Fire Emblem characters has almost become a tradition for Smash Bros. I have almost no doubt that Banjo-Kazooie will be one of the DLC characters, as he is as requested as Ridley, King K. Rool, and Simon were. I also feel that a Square Enix character will be one of the five as Vergeben also claimed (though not the first announced). Chrono and Neku would probably be more relevant towards Nintendo's history than Sora, especially Chrono. Announcements have always been unpredictable, so who knows.


 I am toying around with the idea of making (at least most of) a Super Smash Bros. Melee mod that makes the game look like Super Smash Bros. on Nintendo 64. I got the idea once I found a code for Melee that swaps out the in-game character models with the lower quality models used for the off-screen bubble, reflections, and shadows. This mod would replace the textures of the characters, stages, effects, and interface graphics with those in the style and quality of the Nintendo 64, mostly taking textures directly from Nintendo 64 iterations of characters and stages. It could even be possible to replace the music tracks with songs using the Super Smash Bros. 64 sound font. For flexibility, this mod primarily uses Dolphin's integrated texture replacement as opposed to replacing the textures in the ISO. Right now, I'm just calling it Super Smash Bros. Melee 64, or SSBM64 for short (another fun name idea would be Ultra Smash Bros. as a nod to the Nintendo 64's development name, the Ultra 64).

 As I've said many times with updates regarding Roster Builder, my life is very busy, which isn't a bad thing. It just means that fun side projects like this get a backseat. Considering all of the alternate costumes and the number of stages (especially with those characters and stages that do not have Nintendo 64 counterparts), SSBM64 would be a huge undertaking, so there's no guarantee that it would ever be completed. I do really like the concept, so I went ahead and textured three characters: Mario, Link, and Captain Falcon. I also textured Peach's Castle. I haven't changed all of the interface or any of the effects, so there's still a lot to do. Due to the nature of texture replacement, there are also many limitations (for example, Captain Falcon's low-poly model does not and cannot have eyes), but these things really aren't bothersome during a regular match.

 I'd really like to hear thoughts on this or ideas. Again, I have no idea if I will have time to work on this or get remotely close to completing it, but it is cool to see what SSBM64 would look like. Hope you enjoy the preview. If there is enough demand, I would definitely try harder to make some progress.

Gale01-34 by ConnorRentz

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With the addition of Piranha Plant, the final five DLC characters for Super Smash Bros. Ultimate will bring the game's roster up to a whopping 80 fighters. With the infamous Grinch Leak now confirmed to be false...

...Who will these five DLC fighters be? Cue Lifelight.

Sakurai confirmed in the November direct that all of the plans for these fighters were determined early on, so these characters were no afterthoughts. They're likely in pretty early development, and probably already have movesets planned. Who knows - Sakurai and his team may already have their reveal trailers planned. If Isabelle's trailer coinciding with the announcement of Animal Crossing on the Switch is any indication, these reveals are planned pretty heavily and probably well in advance.

This list of possible fighters will not include Assist Trophies or characters featured in Final Smashes or stages. Many characters who are playable have been depicted as Spirits, so it is likely that a character who appears as a Spirit can still be a playable character - although, it may make their chances lower than characters who are not featured as Spirits. Remember that Sakurai said in the November Direct that the final five DLC will not be Echo Fighters, and each new fighter will be accompanied by a stage and new music.

Dixie Kong by ConnorRentz
Dixie Kong: I feel that Dixie Kong may be an unlikely DLC fighter. Her unused data in Brawl may suggest that Sakurai is interested in the idea of Dixie being playable, but it seems she would have been a clone (now known as an Echo Fighter) of Diddy Kong. Dixie Kong will also need to be either a completely new character or be in a situation like Dr. Mario or Falco, who are similar to Mario and Fox respectively. Dixie Kong has also been featured as a Spirit, specifically her Donkey Kong Country 3 appearance.

Black Shadow by ConnorRentz
Black Shadow: Surprisingly, Black Shadow hasn't been referenced at all in Ultimate. Many of us have viewed Black Shadow as a potential Echo Fighter for Captain Falcon, especially now that Ganondorf has received new moves that distance him from Captain Falcon. Sakurai could opt to give Black Shadow an original moveset, much like Captain Falcon received. However, Black Shadow isn't as demanded as Ridley or King K. Rool, nor has he been as relevant as characters like Isabelle or Incineroar.

Bandana Waddle Dee - Star Allies by ConnorRentz
Bandana Dee: Well, we haven't seen him yet. Bandana Dee has likely been requested enough to be a practical option for a DLC fighter, and since Kirby: Star Allies has been out for some time now, it is possible that a unique stage based on an area from Star Allies could be included for Bandana Dee. Sakurai has stated that stages can take up to a year to develop, so if a Star Allies stage were to be featured, it is possible that Bandana Dee could be one of the later DLC fighters available.

Gooey by ConnorRentz
Gooey: Sakurai seems to be somewhat fond of Gooey, who has been featured as a Spirit. With Kirby: Star Allies being in development at the same time as Ultimate, it is possible that Sakurai was aware of the plans of Gooey's inclusion in Star Allies in a situation similar to Greninja. The difference is that Gooey is already an established character. He isn't necessarily a popular character.

Mach Rider - Alt 2 by ConnorRentz
Mach Rider: Mach Rider has always been in the discussion of possible new fighters, but I feel as though no one really took him (or her) seriously as a candidate until the fake Grinch Leak happened. Again, this is a character and a game that Sakurai seems to like. As one of Nintendo's early toys, Mach Rider has similar relevance to Duck Hunt, R.O.B., and Mr. Game & Watch. It also seems now that Sakurai doesn't always consider popularity, especially since a character's inclusion in Super Smash Bros. will essentially guarantee fame for them.

Saki by ConnorRentz
Saki: Oddly absent from the large Assist Trophy roster, Saki is not as popular as some of Ultimate's newcomers nor is he very relevant. However, Saki fits pretty well with characters Sakurai likes to include: fast, dynamic characters with multiple weapons (rather, a single weapon that has multiple functions). If Sakurai has opted for more obscure characters to fill the DLC slots, that would boost Saki's chances.

Marshal by ConnorRentz
Chorus Kids: The Rhythm Heaven series now has a history with the development of Smash Bros., and data from the Wii U/3DS titles suggest it may have been close to getting a representative in the roster. The Chorus Kids have been a very popular choice for Smash Bros. for the past few years. If the Smash Ballot was taken into consideration for Ultimate (as newcomers like Inkling, Ridley, King K. Rool, and Simon could suggest), Chorus Kids could very well be DLC.

Decidueye - Ed Mendoza by ConnorRentz
Decidueye: Decidueye is in an interesting spot for me. With Incineroar being one of the newcomers, that makes me feel like we may not see another Pokémon fighter. However, if there were to be another, making that a DLC fighter may have been an intentional decision to allow the base roster to have more variety. I'm not sure if Sakurai cares about these things either, but Decidueye, Incineroar, and Greninja would complete another trio of starters.

Tails - Modern by ConnorRentz
Tails: With Shadow and Knuckles both as Assist Trophies, Tails is one of the few viable fighters from Sonic the Hedgehog that could possibly be in the game. Seeing Ken and Richter in the game as second characters in third party franchises (for Capcom and Konami respectively) makes me feel as though another SEGA character would be on the way. Tails is certainly popular and relevant. Perhaps Sakurai is more interested in a unique newcomer rather than an Echo Fighter to join Sonic.

Geno - Smashified by ConnorRentz
Geno: The main argument for Geno's inclusion is often related to the pomp and circumstance given to his Mii costume in the Wii U/3DS games, as well as the growing relationship between Square Enix and Nintendo. Geno is certainly one of the most highly requested characters for Super Smash Bros., and he has been for over ten years alongside the ranks of Ultimate newcomers like Ridley and King K. Rool. Other than the passionate fans supporting Geno, he really has no relevancy. However, demand may be enough to guarantee him a DLC spot. Also, Geno is the kind of character that fans would pay for.

Paper Mario - Color Splash by ConnorRentz
Paper Mario: Paper Mario is still relevant and still has a lot of unique fighter potential, and Sakurai doesn't seem hesitant to add more characters from the Mario franchise. Though some of the more recent titles in the Paper Mario series have not been as well received as the first two games, Paper Mario gets a lot of love from Nintendo and fans. One more iteration of Nintendo's mascot may be an ideal way to wrap up the DLC characters.

Impa - Ocarina of Time by ConnorRentz
Impa: With Ghirahim, Skull Kid, and Midna all as Assist Trophies, Impa is one of the few main characters left in The Legend of Zelda series. She is a popular choice among fans and has stayed somewhat relevant the past few years. I am not sure that Impa has a large enough following or enough star power to stand alone as a DLC fighter.

Toon Zelda - Hyrule Warriors by ConnorRentz
Toon Zelda: Another character scrapped from Brawl, it is possible that Toon Zelda would have featured a transformation into Toon Sheik or Tetra, but currently, the only Ultimate character to have any sort of transformation is Pokémon Trainer. Toon Zelda may also be unlikely if Sakurai were to image her as an Echo Fighter for Zelda. However, most Echo Fighters have been in a weight class similar to their source character as well as having a similar bone structure, and Toon Zelda would be much lighter and has a much different form than Zelda. Toon Zelda or Tetra may be relevant enough to possibly get a DLC spot, but again, I feel so though they lack star power to stand alone as a DLC fighter.

Elma - Ed Mendoza by ConnorRentz
Elma: Sakurai revealed that Xenoblade Chronicles 2 was not early enough to be included in planning Ultimate's roster. However, at that time, Xenoblade Chronicles X was a success. Elma would not only be a unique fighter, but would also give the roster some diversity. Elma may be strong enough to hold her own as DLC, and with Xenoblade Chronicles X getting a re-release, she may be more relevant for her DLC announcment.

Banjo-Kazooie by ConnorRentz
Banjo-Kazooie: Personally, I think this is the most likely DLC fighter. With long-time requested newcomers like Ridley, King K. Rool, and Simon appearing in Ultimate, Banjo fits right in. Furthermore, Microsoft's relationship with Nintendo has been incredibly strong, and to grasp straws, this close connection with the two companies started at a time when Ultimate could have entered development, and Banjo's planned inclusion could be the reason for the love between Nintendo and Microsoft. Banjo's aesthetic also fits the other Ultimate newcomers very well, and Banjo would certainly have a stage to accompany him.

Rayman - Alt by ConnorRentz
Rayman: Ubisoft and Nintendo have recently developed an incredibly close relationship, as demonstrated by Mario + Rabbids: Kingdom Battle and Starlink: Battle for Atlas. Rayman was featured pretty uniquely as a trophy in the Wii U title with a unqiue 3D model. The Smashified series has made Rayman an even more popular choice, and he would certainly be able to stand on his own for a DLC spot.

Monster Hunter by ConnorRentz
Monster Hunter: Capcom would have a lot of representatives at this point, but the inclusion of a Monster Hunter boss/Assist Trophy may make a Monster Hunter a likely DLC character. I think there is enough relevance and popularity here for Monster Hunter to get a DLC spot, though Sakurai may not have more planned for the series than what is already present in the base game.

Steve by ConnorRentz
Steve: Steve may have a hard time fitting in, being different in a foundational way from all of the other characters (Mr. Game & Watch is the only character that is similar). I feel as though a Minecraft stage would fit very well in Ultimate, but Steve has received mixed opinions from fans of Super Smash Bros. With the other newcomers being highly requested characters, Steve wouldn't necessarily fit that category, but Nintendo has a strong relationship with Minecraft.

From these five characters, if I had to make a guess for the DLC, I would say (in no particular order):
  • Banjo-Kazooie
  • Bandana Dee
  • Saki
  • Geno
  • Mach Rider
The later three may be wishful thinking. My next three guesses would be Rayman, Steve, and Elma. Would love to hear other thoughts!


This update includes new icons from Super Smash Bros. Ultimate and Kirby: Star Allies. I hope you enjoy!
    Pokémon XD: Gale of Darkness is pretty cool. It improved upon its predecessor, Pokémon Colosseum, in most aspects. Sadly, the GameCube and Wii era console titles in the Pokemon series are not celebrated as much as the handheld games, though they still garner a faithful cult following. Nothing quite says 2005 like an image of Shadow Lugia (maybe except for Anakin and Obi-Wan's battle in Revenge of the Sith, but the similarities between Mustafar and Citadark Isle are definitely noticeable). Being a long time fan of the Pokémon games, Pokémon XD may be the game I put the most time into when I was younger (eighty-eight Pokémon at level 100). I still have the Player's Guide, and I replayed it not too long ago.

    I wanted to share a few findings about Pokémon XD that I haven't seen much info about anywhere else online. I particularly want to talk about some exploration I've done with Action Replay codes that allow you to force the game to load a different area where it would usually load another. Here is a basic example of how this "Room Replacement" code works: say I just started a save game and I want to travel to Citadark Isle (beat the game early). Values in the AR code can be modified so when entering a room, like the exterior of the Pokémon HQ, it takes you to another room instead, like the dock at Citadark Isle. All of Pokémon XD's files, like Pokémon Colosseum, are stored in .fsys files.

    So we're going to dive into Pokémon XD's internal data and discover some lost things. And you're going to see how this image below is possible:

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    Yeah. This can happen, but...

Part 1: There's no choice but to go on...


    Before I go further, it's important to know that when using the Room Replacement code (the easiest way to load unused areas), I often would replace the title screen, which causes something interesting:

    Pokémon XD will only check the Memory Card in Slot A for data after pressing the Start button on the title screen. If this routine does not occur and the Memory Card in Slot A is not read at that moment, the game will never be able to save or load to the Memory Card in Slot A. If you use the Room Replacer code to replace loading the title screen with another room, which also means bypassing the game's routine to check the Memory Card in Slot A, the game will attempt to function normally, but you may run into a few glitches. If the game has not established a connection with the Memory Card, you'll get this mysterious and somewhat encouraging message whenever you try to save the game:

It doesn't appear possible to save now...
There's no choice but to go on.

Gxxe01-2 by ConnorRentz

    Without cheats, there is no way to possibly bypass the title screen and avoid establishing a connection with the Memory Card, so as far as I know, this text is unused in the retail version of the game. However, it is used in the kiosk demo of Pokémon XD. Rather than removing the Save options from the pause menu in the demo, trying to save the demo game brings up the same message:

Gxxe01-125 by ConnorRentz

    It's the same text! It is important to note that the kiosk demo doesn't seem to be built from an earlier version of Pokémon XD. The demo's Apploader date on the ISO is November 10th, 2004, whereas the retail Apploader date is May 21st, 2004 (strangely, over a year before the Japanese release date - it's closer to the Colosseum's PAL release date than anything else, so it's possible XD's Apploader date was never updated). The message is vague enough to work for the demo or as a handler for the retail game if a player ends up in a situation where saving could trap the player or somehow corrupt the Memory Card data.

    Even if you don't have a Memory Card in Slot A and the title screen loads, the game will recognize that the Memory Card is not there, but it won't give you this message (likely so you can insert a Memory Card while playing and save). The demo's title screen also skips checking the Memory Card in Slot A, which defaults to the game telling the player that there's no choice but to go on. Therefore, it seems like this message is being displayed in the demo and in the final game for the same reason: the title screen's Memory Card check was skipped.

    In the retail version of Pokémon XD, skipping the Memory Card check and the name entry screen will leave the player's name as a few spaces. Much less creative than Red and Blue. Some other information regarding the player and any obtained Pokémon may also be glitched.

Gxxe01-1 by ConnorRentz

Part 2: The Orre You Weren't Supposed to See


    Now that this has been explained, let's load up some rooms. Since I have been using the Room Replacement code to load different areas in the game before the title screen ever gets a chance to check the Memory Card or load any data, I am essentially forcing a save file to start at different areas in the game. I tried this with every map possible with the Room Replacement code. I was super curious to see how the game would handle this. At the end of this journal entry, I have the AR code (originally created by Ralf from GC-Forever) with my notes on each room when it is loaded before it is supposed to be accessed in the regular story.
   
    Behaviors in an area may change if it is loaded first or if you enter the area from another room (for example, starting outside of Outskirt Stand will prompt a cutscene and battle with Mirror B. that won't occur if you start inside Outskirt Stand). There are a few common issues throughout most of the areas: almost no one in Orre will talk to you, you'll often start inside of an object (you can always escape or maybe even explore out-of-bounds areas), music probably won't play, and the ONBS TV station will usually play their first S.S. Libra story. It's the Orre you weren't supposed to see: it's like arriving to a party before they have finished setting everything up.

    Here are a few screenshots that show the player starting a map inside of an object.

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    Another bizarre thing that happens fairly often during battles is that when an opponent brings out a Shadow Pokémon, the brief cutscene where the player's Snag Machine detects the Shadow Pokémon replaces the player with a Team Snagem grunt. I guess it's fitting? You snagem, they snagem.

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    Here are a few highlights from different areas (full notes on each area are at the end of the journal entry):

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    Mt. Battle: Most of the different Mt. Battle areas will start you just behind the invisible exit that can teleport you back to the beginning. Sometimes, it is just out of place enough to allow you to walk out of bounds and skip entire portions of Mt. Battle. If you load the top of Mt. Battle and beat the 100th trainer, you'll be rewarded with the Johto starter of your choice as if you cleared the entire Mt. Battle without stopping.

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    Also I don't know where Vander is. Another oddity is that only the Rest Area after Area 3 will prohibit you from advancing to the next area. I don't recall this ever happening in-game, nor do I know how you could possibly get to to the third Rest Area without clearing the first three areas of Mt. Battle. It may be an unused behavior with this NPC.

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  Realgam Tower: You almost always start an area inside of something. You can also walk completely through any of the Realgam Colosseum. You can also explore ALL of the exterior of Realgam Tower. It's not necessarily eventful, but it is a bit satisfying.

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    Orre Colosseum: This one is cool. You start in the middle of the stadium, but since you are never supposed to be able to access that area in-game, it has no solid objects preventing you from walking around and outside of Orre Colosseum! It's really neat to have some freedom in this game.

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    If you load into a battle arena, the player will be loaded into the center of the area and will have no controls available. This doesn't usually happen in rooms that are not designated as battle arenas. Above, the player is inside Orre Colosseum, but this actually T1_ancient_colo, not the battle arena for Orre Colosseum. Not sure what the intended use of this specific are once was or still is. It also has a different "ID" than Orre Colosseum's actual map. Rather than D7, it is T1.

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  Gateon Port: For some reason, every time you enter Gateon Port's exterior, it will attempt to play a cutscene with the player and Jovi looking at the water. It will then transport the player over the water, so now you can walk around out of bounds!

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    Kaminko's Lab: Many of the early areas in the game function fairly normally. If you go to Kaminko's basement, however, Chobin will be sitting in his Robo Groudon.

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    Citadark Isle: Citadark Isle is probably the strangest area. The main area starts you out of bounds, so you can actually walk on the cruiser, which has some rough solids applied to it. Elevators often won't work, and people will just stare at you. Sometimes, a Cipher Peon will battle you, but only if you talk to them. One of the trainers will talk to you, but it is a bit suspicious...

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    The large Death Star-esque sphere floating above Citadark Isle is guarded by Ardos. He will look at you. He won't say anything. It's a little strange.

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    There is actually no way to fight the final boss without completing the game. Teleporting to Greevil's throne room will start you inside of him, and he and his son (whoops spoilers) won't say anything to you. If you enter from outside the sphere, the "gigantic glass wall" will be in the way (I forgot that was a part of the game and almost thought it was a funny block put in by the developers if you tried to cheat your way to the end of the game). The elevator in the bottom left corner of the throne room will crash the game. You think you could just go to the final boss room, but no one will be there for the final boss battle.

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    Just you and a Team Snagem grunt. The true final boss.

    This area actually has no walls, so you can explore it freely. It's a huge room, but it is also only used for cutscenes and battles.

Part 3: Test Areas and Menus


    The game also has a few leftover test areas. Surprisingly, many of these are not in Pokémon Colosseum. A good tip for exploring the game's different areas is to use this hidden debug function which can slow down or pause the game's movement. The debug function's visability can also be toggled with up on the D-Pad. It's pretty useful to see if the game has softlocked or crashed. In Dolphin Emulator, you can also check the framerate to see if it has dropped to zero.

    Here is worldmap_movedemo - while it doesn't load the player, the camera smoothly glides through this desert field and then stops. The game softlocks once it stops.

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    The game has two test rooms that can be loaded! They appear to use unique textures. There are duplicates of this area where the player can't move, but there also versions where you can move. It is reminiscent of areas within the S.S. Libra. Oddly, when the player moves off of a ledge, there is no jumping animation. The player is instantaneously teleported to the ground.

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    There is also a test room with a large solid-colored floor. The player can't move here, either. You're all alone.

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    Another interesting area is what appears to be a beta or testing area for Phenac City's Pokémon Center. The player can walk around, but nothing can be interacted with, and you can't exit.

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    Something I wasn't expecting to see were the areas used for the pre-recorded ending cutscene! While the camera and remaining objects move similarly, all characters are missing, and the scenes will loop endlessly. It seems that many of the cutscene areas were removed, and there doesn't seem to be any specific reason for the final cutscene to be a video. Maybe loading times were too long between scenes?

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    The mechkyogre_movedemo shows the brief sequence of the player riding the Mecha Kyogre to Citadark Isle, but it then shows you Citadark Isle with Greevil and his two sons (spoiler alert) walking up to this elevator. Once they get close enough, they warp back to the bridge and loop over and over.

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    The Battle CD menus that can be loaded can be a bit buggy. Loading it immediately after the company logos brings you to an empty menu. It's actually not as empty as it seems. The opening battle of the story mode, Salamence vs Metagross, can actually be seen here! Although, the Battle CD info is glitch ridden, and the game crashes once the CD is loaded.

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    That is, battle_disk shows the Salamence vs Metagross Battle CD. The battle_disk_doc menu doesn't work so well, either. It's probably worse off.

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    The orre_menu file loads the Pokémon select menu for Orre Colosseum battles, but if you don't have a party set, and your opponent is non-existent, you get this...

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    Most menus that can be loaded here seem to be standalone. I suppose the game will tell these menus what data to load when it is loaded normally (i.e. what Pokémon to display, where the player should be taken upon leaving the menu, etc.). The game doesn't seem to have a default room to load, or at least one that works (it is worth noting that a few of the testing rooms will crash or softlock the game, and it is common practice for a game to have a designated default room or character to load). This, on top of bypassing the Memory Card check, can lead to some bizarre behavior from the menus.

    Take bingo_sheet as an example. The only working button on this screen is the B button, which exits the Battle Bingo card and crashes the game. There is also mailopen_menu, which will quickly show you a blank, frozen P*DA screen.

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Here are a few more glitched menus:

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Part 4A: Unused Rooms and Pokémon Colosseum Leftovers (with Action Replay)


    That's right. There are Pokémon Colosseum exclusive areas in the data. But first...

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    It looks like Greevil's cruiser was going to be open to explore! The room has Citadark Isle's music and lighting, and the area's solids aren't completely polished, but they are functioning. Exiting the area at the very end of the boat brings you out between the two docks at the bottom of Citadark Isle. Perhaps the crusier was parked in a slightly different area at an earlier point in development, and the player would be able to go inside.

    Other than the unused cruiser interior, Pokémon XD's new areas don't come with much unused content. However, a few areas from Pokémon Colosseum that didn't carry over to XD still have leftovers. For example, this is Realgam Tower's exterior in Pokémon XD:

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    However, in the game's data, the player can load the original Colosseum Realgam Tower exterior in XD!

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    In Colosseum, Realgam Tower was the game's final area with more domes to explore. While these interiors are absent, the exterior remains and can be fully explored out of bounds. The front of Realgam Tower is still in construction, and the Gear item obtainable in Colosseum still flashes and waits to be collected. Sadly, it is unobtainable in XD.

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    Though it may not be as exciting, it was possible to receive Ho-oh in Colosseum, but not in XD. Still, the "area" in the game where the player was notified that they will receive Ho-oh still remains in XD.

    Now this is fun: Pokémon Colosseum had e-Reader cards that could be used in the Card e Room that could be found behind Phenac Stadium's left door. However, the e-Reader cards for Colosseum were only ever released in Japan, and the Card e Room can only be accessed in other versions of Colosseum with cheats. Despite the e-Reader being discontinued in 2004, the Card e Room still exists in Pokémon XD! It still animates and glows, but it was never updated...

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    Understandably, it seems that none of the e-Reader functions are present in XD. At least, no NPC to assist you is loaded into the area. A file called cardemenu.fsys can be found in XD's data, and it seems to be complete (sadly no codes exist to load it). The strangest thing about this area is that the PC design from Colosseum is here and the PC functions just like every other PC in the game. That should tell you just how similar Colosseum and XD are internally.

    A fan-favorite area from Pokémon Colosseum that is the only major location not to return in XD is The Under, alongside the Under Colosseum and Deep Colosseum (Pyrite Bldg and Pyrite Cave are also missed). There is a string of text in the game that suggests The Under was going to be available on XD's map screen with the description: "An abandoned underground town." While there seems to be no other evidence of The Under once being a part of Pokémon XD, a few leftover areas from Pokémon Colosseum might suggest The Under would be in the game.

    The Cipher Lab in XD has five unused areas, all of which are leftovers from Colosseum and can't be accessed without cheats.

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There is no music, and the stairs will bring you to an actual spot in the Cipher Lab. There is room for stairs in the actual game, but there are none present once you go up.

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Going downstairs from there will bring you here. This looks familiar! And finally, you can go to... The Under Subway!

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    All of the ambient lights and solids are fully functional. The doors of the subway, known in Colosseum as The Shadow Liner, can be opened, but nothing happens when you step inside. The other two unused areas of the Cipher Lab are the cutscenes for the Under Subway's arrival and departure to and from the Cipher Lab. In these cutscenes, the player is loaded and has freedom to move anywhere as the cutscene loops over and over.

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    Why the subway station in the Cipher Lab or any of the other unused Colosseum areas were left in XD is currently unknown. There is certainly room remaining in XD's ISO for The Under. Colosseum and XD were released in Japan only two years apart from one another, so it's possible there wasn't time to rework The Under for the sequel so it was scrapped during development.

Part 4B: Unused Rooms and Pokémon Colosseum Leftovers (with File Replacement)


    Pokémon XD has a few more areas stored within its ISO with no known way of loading them with cheats, so the only way to load them is to manually replace files in the ISO so that it will bring the player to the area. This can produce side effects and is a lot less clean than an Action Replay code for Room Replacement. It is ideal to replace files that are similar. For almost all of these, I replaced the D7_out (Orre Colosseum) file, so simply selecting Orre Colosseum from the map would take me to whatever room I replaced it with. If you plan on doing this yourself, I used DAT Texture Wizard to replace files. It made the process pretty quick.

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    For starters, using file replacement to load the Card e Room from Colosseum will make this door's animation loop. This happens with most doors with file replacement. Also, the e-Reader card menu room from Colosseum is present. This circular design underneath the player rotates, but the player can't move.

    You might be surprised to discover that Pyrite Town actually has the most unused maps in the game. That's because the entire Pyrite Cave is still in XD's data!

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    It's a pretty nostalgic trip. Every room's solids function normally, though there are no entrances or exits to the different parts of the Pyrite Cave. While it makes sense story-wise for ONBS cover up the Pyrite Cave's entrance, it seems like this area may have been kept in XD for some time during development. It has cool detail, too!

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    Even Pyrite Cave's battle area is present. Sadly, all of Pyrite Cave is unused in XD. Related to Pyrite Town is an early version of the Pyrite Colosseum entrance room, complete with animated PC and Healing Machine from Colosseum! This is funny: while the PC doesn't work, the Healing Machine will bring up your PC.

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    While Snagem Hideout does return in XD, it is a bit different and a few areas, some of which seem to be opening cutscene areas from Colosseum, remain hidden in XD's ISO and can be loaded via file replacement.

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    Gonzap's original office can be seen above. In all of these unused areas from Snagem Hideout, you can walk through anything.

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    There is an unused hallway from the hideout with some weird purple fog moving around. XD actually has three different areas for Snagem Hideout's exterior, though the second one is the only one that is normally seen in-game. The first one has a looping animation of a hole appearing in the second floor and always has smoke coming out of it. The third one has a hole, but unique to this one are some fiery elements coming from the hideout.

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    For some reason, the two unused exteriors of Snagem Hideout (even when replacing the second Snagem Hideout exterior used in-game) will quickly start to have graphical glitches. Objects will become black, black shapes will flash around the room, yellow and cream solid shapes will appear, and your character will start becoming similar solid colors. Eventually, the game will crash. Weird.
   
    Okay. Now here's what I teased at the beginning of this entry, but we took a few steps closer:

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    This is the hallway in Pokémon Colosseum used in the cutscene where the character (known as Wes) stole the Snag Machine. Somehow, in Pokémon XD, the Snag Machine is still here. For fans of Colosseum and XD, seeing our protagonist from XD coming across the original Snag Machine in the game is really cool. A neat window to the past.

    Now this next thing is weird. In Colosseum, one area in the game had a puzzle/combination thing on a keypad with nine different buttons each with a different Pokémon on them. Surprisingly, this was never removed from XD and it can be loaded. Replacing Orre Colosseum with this does bring the player into the room, and there are no functioning buttons here, but it's cool to see this random part of Colosseum still in XD's files.

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    Colosseum infamously has the files for the Japanese Bonus Disc in all versions of its data, and it can be loaded with cheats. It functions fairly well, too. Though it doesn't seem to function completely, Pokémon XD also has the Japanese Colosseum Bonus Disc files. All of the gift Pokémon available in Colosseum are also in XD's data, I believe.

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    The giant 3D logo for Colosseum (which is really cool, by the way), will rise from the ground along with some debris in a constant loop. Eagun (noticeably sporting his Colosseum model) will stand next to the Relic Stone while you are trapped in it. Perhaps file replacement glitches these screens and prevents the proper menus from appearing, but even if this is all that remains, it is very cool to see these areas appear in XD.

    Also, XD does have a seventh B1 testing area that can only be loaded via file replacement, but sadly, it crashes the game upon loading.

Bonus: Vaporeon and Jolteon - The Original Starters


    It seems that Pokémon XD was originally going to begin with two higher level Pokémon much like Colosseum, but it was dropped at some point during development. These original starting Pokémon, a level 30 Vaporeon and a level 26 Jolteon, can still be loaded into a new save file with cheats!

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    Both Vaporeon and Jolteon know Quick Attack and Helping Hand. Vaporeon knows Water Gun and Bite while Jolteon knows Sand-Attack and Thundershock. Though Eevee usually appears in your P*DA as your starter, Jolteon and Vaporeon will not until you encounter an opponent who has them. They are completely functional. You could play through the game with these two, but you'll be ahead for quite awhile.

Mysteries Remain


    Pokémon XD still has a lot of secrets yet to be discovered. Both Colosseum and XD have a file called debug_menu.fsys file that hasn't been investigated (file replacement doesn't produce any results), and there are probably more Colosseum leftovers such as items that haven't been tested yet. It may even be possible to activate the e-Reader or the Colosseum Bonus Disc in Pokémon XD even if they don't function completely or correctly. On top of that, the .fsys file has some documentation, and while some have discovered long processes to edit some things in the game, this format is relatively unexplored. Hopefully, more discoveries will be made, and the game's page on The Cutting Room Floor will look great!

Action Replay Code for Room Replacement


    If you are interested in trying any of this out for yourself, here are some NTSC-U Action Replay codes by Ralf from GC-Forever. His original post with even more codes is on the GC-Forever forums. For the Room Replacement code, I put the values into sections and added notes to the sides of some of them. You can find the Beta Starter Pokémon code in the GC-Forever link.

Room Replacer [Ralf]

04003900 2804xxxx
04003904 40820008
04003908 3880yyyy
0400390C 7C9F2378
04003910 48123C04
04127510 4BEDC3F0

xxxx/yyyy = Room IDs

Replaces room xxxx with room yyyy.

Room IDs

D1 = Cipher Lab
D2 = Mt. Battle
D3 = S.S. Libra
D4 = Realgam Tower
D5 = Cipher Key Lair
D6 = Citadark Isle
D7 = Orre Colosseum
M1 = Phenac City
M2 = Pyrite Town
M3 = Agate Village
M5 = Pokemon HQ Lab
M6 = Gateon Port
S1 = Outskirt Stand
S2 = Snagem Hideout
S3 = Kaminko's House
T1 = Title

CIPHER LAB
0001 - D1_garage_1F
0002 - D1_garage_B1 (Colosseum leftover, no music, invisible wall on left side of center wall, top stairs take

you to top right corner of 1F, bottom stairs to Under subway)
0003 - D1_garage_B2_1 (Colosseum leftover, no music, stairs take to center of B1)
0004 - D1_garage_B2_2 (Colosseum leftover, no music, subway trains open but don't work)
0005 - D1_garage_B2_2_ev_1 (Colosseum subway leave cutscene, no music, walk anywhere)
0006 - D1_garage_B2_2_ev_2 (Colosseum subway return cutscene, no music, walk anywhere)
0007 - D1_labo_1F
0008 - D1_labo_B1 (no characters interact)
0009 - D1_labo_B2
000A - D1_labo_B3 (Cipher R&D Mesak will battle)
000B - D1_out (Hexagon Truck but no brothers, can't enter)

MT. BATTLE
000C - D2_cloud_1 (start at Area 7)
000D - D2_cloud_2 (start at Area 8 slightly behind exit)
000E - D2_cloud_3 (start at Area 9 slightly behind exit)
000F - D2_cloud_4 (start at Area 10 slightly behind exit)

0010 - D2_crater_colo (start in middle)
0011 - D2_magma_1 (start in middle of Area 4)
0012 - D2_magma_2 (start in middle of Area 5)
0013 - D2_magma_3 (start in middle of Area 6)
0014 - D2_out (start in cutscene, facing wrong way, have sang machine)
0015 - D2_pc_1F
0016 - D2_present_room (for receving Ho-oh in Colosseum)
0017 - D2_rest_1 (Vander absent when going back to Area 1)
0018 - D2_rest_2
0019 - D2_rest_3 (will stop you from advancing if you haven't cleared past areas)
001A - D2_rest_4
001B - D2_rest_5
001C - D2_rest_6
001D - D2_rest_7
001E - D2_rest_8
001F - D2_rest_9

0020 - D2_valley_1 (start at Area 1 slightly behind exit)
0021 - D2_valley_2 (start at Area 2)
0022 - D2_valley_3 (starts you on exit spot)

SS LIBRA
0023 - D3_out (scooter is stuck)
0024 - D3_ship_B1_1
0025 - D3_ship_B1_2 (softlocks on glitched falling animation)
0026 - D3_ship_B1_3
0027 - D3_ship_B2_1 (softlocks on glitched falling animation, no pushing animation)
0028 - D3_ship_B2_2 (softlocks on glitched falling animation, no pushing animation)
0029 - D3_ship_B2_3 (softlocks on glitched falling animation, no pushing animation)
002A - D3_ship_bridge (no music, no interactions)
002B - D3_ship_cabine
002C - D3_ship_deck

REALGAM TOWER
002D - D4_casino_colo (can walk anywhere)
002E - D4_dome_1 (all domes will play Battle CD cutscene in black first)

0031 - D4_dome_2
0032 - D4_dome_3
0033 - D4_dome_4
0039 - D4_out (beta Pokemon Colosseum version, unobtainable Gear still present, no music)
003A - D4_out_2 (plays Battle CD cutscene)
003B - D4_tower_1F_1 (stuck in elevator)
003C - D4_tower_1F_2 (start out of bounds)
003D - D4_tower_1F_3 (only Salamence vs Metagross Battle CD, doesn't load)

CIPHER KEY LAIR

0040 - D5_factory_1F (Cipher Peons will fight, guards knocked down outside)
0041 - D5_factory_2F (no pushing animation)
0042 - D5_factory_3F (no pushing animation)
0043 - D5_factory_4F
0044 - D5_factory_B1
0045 - D5_factory_hat (can battle Gorigan, no music or bgs)
0046 - D5_factory_top (no interactions with people, no music or bgs)
0047 - D5_out (can't enter, Zook)

CITADARK ISLE
0048 - D6_cruiser (unused Citadark Isle ship surrounded by black)
0049 - D6_dome_1F (left elevator crashes game, gigantic glass wall)
004A - D6_dome_2F (Greevil Battle Room, no interactions)
004B - D6_dome_B1
004C - D6_fort_1F (Cipher Peon Lintar can be battled or shipped)
004D - D6_fort_2F_1 (animations don't play after pushing block)
004E - D6_fort_2F_2
004F - D6_fort_2F_3 (Cipher Peon Kimly can be battled or skipped)

0050 - D6_fort_3F_1
0051 - D6_fort_3F_2
0052 - D6_fort_4F
0053 - D6_fort_5F
0054 - D6_fort_6F
0055 - D6_fort_B1 (start in center of map under platform)
0056 - D6_out_all (wide of Citadark Isle, Greevil and co. walk in, loops)
0057 - D6_out_dome (elevator far left takes you to D6_out_dome)
0058 - D6_out_foot (start in middle of map in air, no interactions, can exit, Hexagon brothers appear when entering from another room)

ORRE COLOSSEUM
0059 - D7_out (start inside stadium)

POKE SPOTS
005A - esaba_A (starts with Duking cutscene)
005B - esaba_B (start in middle, Duking cutscene)
005C - esaba_C (start in middle, Mirror B's minions present)

PHENAC CITY

005D - M1_carde_1 (E-Reader Colosseum leftover, no music, Colosseum PC functions)
005E - M1_gym_1F (no music, people don't interact, elevator has message)
005F - M1_gym_B1 (many NPCs, no music, loud bgs)

0060 - M1_houseA_1F (woman doesn't interact, TV news plays SS Libra story, no music, can't go upstaris)
0061 - M1_houseA_2F (start in middle of bed, TV news plays SS Libra story, no music)
0062 - M1_houseB_1F (start in middle of table, man doesn't interact, TV news plays SS Libra story, no music)
0063 - M1_houseC_1F (TV news plays SS Libra story, no music)
0064 - M1_out (no music, most people don't interact, start in middle underground, shop closed)
0065 - M1_pc_1F (no music, guy doesn't interact, no lady behind desk)
0066 - M1_pc_B1 (no music, no lady behind desk)
0067 - M1_shop_1F (no music, store clerk doesn't interact, start inside stairs)
0068 - M1_shop_2F (no music, store clerk doesn't interact, start above stairs)
0069 - M1_stadium_1F (no music, no NPCs, start slightly inside of desk)
006A - M1_water_colo (no music, camera far away, player can't move)
006B - M1_water_colo_field (no music, cutscene NPCs appear, moving warps them into place, Snagem member glitches and replaces player briefly when Shadow Pokemon appears, Cipher Peons don't interact)

PYRITE TOWN
006C - M2_building_1F (no music, start in middle of map)
006D - M2_building_2F (no music, start in middle of map)
006E - M2_building_3F (no music, start kind of in middle of map)
006F - M2_building_4F (no music, on TV - ONBS news song starts, quickly cuts off, Pyrite news story)

0070 - M2_earth_colo (no music, player can't move, far away camera)
0071 - M2_enter_1F
0073 - M2_guild_1F_1 (start inside desk)
0074 - M2_guild_1F_2
0075 - M2_hotel_1F (start inside desk)
0076 - M2_houseA_1F (ONBS story is SS Libra)
0077 - M2_out (no music, start inside building
0078 - M2_police_1F
0079 - M2_shop_1F (start inside shelves)
007A - M2_uranai_1F (fortune teller music will continue after exit)
007B - M2_windmill_1F (start way past entrance to windmill)

AGATE VILLAGE
007D - M3_cave_1F_1 (start right before elderly woman, can't battle any trainers in room)
007E - M3_cave_1F_2
007F - M3_houseA_1F (start inside wall)

0080 - M3_houseB_1F (ONBS story on SS Libra)
0081 - M3_houseC_1F (start inside stairs)
0082 - M3_houseC_2F (start inside bed)
0083 - M3_houseD_1F (man by desk doesn't interact)
0084 - M3_out (short cutscene, start beside Relic Forest, can't enter)
0085 - M3_pc_1F
0086 - M3_shop_1F (start inside shelves)
0087 - M3_shrine_1F (start inside Relic Stone, Eagun starts cutscene, snag machine appears)

POKEMON HQ LAB
008A - M5_apart_1F (no music)
008B - M5_apart_2F (no music, start inside elevator)
008C - M5_labo_1F (no music)
008D - M5_labo_2F (starts with Salamence vs Metagross, game starts normally, entering from another room will keep your position)
008E - M5_labo_B1 (no music, start inside stairs)
008F - M5_out (no music, start behind front entrance)

GATEON PORT
0090 - M6_crab_1F
0091 - M6_crab_2F (start inside wall, Jovi's dialogue is present without her)
0092 - M6_crab_B1
0093 - M6_houseA
0094 - M6_houseB
0095 - M6_houseC
0096 - M6_houseD
0097 - M6_junk_1F (start inside shelves)
0098 - M6_junk_2F (start inside wall)
0099 - M6_out (glitched cutscene, start walking on water, no cruiser)
009A - M6_pc_1F (start slightly inside floor)
009B - M6_pc_2F
009C - M6_shop_1F (start slightly inside stairs)
009D - M6_shop_2F (start slightly above stairs)
009E - M6_tower_1F (start inside elevator)
009F - M6_tower_2F (start inside elevator)

00A0 - M6_tower_3F (start inside elevator)
00A1 - M6_tower_4F (start inside elevator)
00A2 - M6_tower_top (start inside elevator)

OUTSKIRT STAND
00A3 - S1_out (start by stairs, Mirror B monitor goes off, moving starts cutscene)
00A4 - S1_shop_1F (ONBS story starts, leaving starts Rider Willie cutscene)

SNAGEM HIDEOUT
00A5 - S2_building_1F_2 (no music, Snagem grunts won't interact)
00A6 - S2_building_2F_2 (no music, Snagem grunts and Gonzap won't interact)
00A7 - S2_building_3F_2 (no music, Snagem grunts won't interact)
00A8 - S2_out_2 (no music, start inside hideout, immediately get Relgam colosseum email)

KAMINKO'S LAB
00A9 - S3_labo_1F (no music, Makan is present, Jovi can join party and start music)
00AA - S3_labo_1F_EH (no music)
00AB - S3_labo_B1low (no music, Chobin is in the Robo Groudon)
00AC - S3_labo_B1up (no music, start inside wall under stairs)
00AD - S3_out (short camera cutscene, no music, going to door triggers Chobin)

ORRE COLOSSEUM
00AE - T1_ancient_colo (no Control)

TEST ROOMS
00AF - B1_1 (may need to be loaded via file replacement, glitched falling animation)
00B0 - B1_2 (no control)
00B1 - B1_3 (no control)
00B2 - B1_4 (crashes)
00B3 - B1_5 (crashes)
00B4 - B1_6 (gray square, no control)
????  - B1_7 (crashes)

BETA PHENAC CITY POKEMON CENTER
00B5 - M1_pc_1F (no interactions)

CUTSCENES
00B6 - opening_event (will continue to story mode)
00B7 - ending_event (pre-rendered)

TEST ROOMS

0190 - Script_test (crashes)

0191 - TEST000 (gray square, no control)
0192 - TEST001 (gray square, no control)
0193 - TEST002 (gray square, no control)
0194 - TEST003 (gray square, no control)
0195 - TEST004 (gray square, no control)
0196 - tv_test (if doesn't crash, will be empty Outskirt Stand interior with no music, the jukebox acts as a PC)

ENDING CUTSCENES IN REAL TIME
0197 - ending_Scene01 (Citadark Isle front, no actors)
0198 - ending_Scene02 (Citadark Isle pieces rotate)
0199 - ending_Scene03 (crashes)
019A - ending_Scene04 (crashes)
019B - ending_Scene05_1 (crashes)

01A6 - ending_Scene05_2 (crashes)
01A7 - ending_Scene06_1 (Pyrite Town, no actors)
01A8 - ending_Scene06_2 (Pyrite Town, no actors)
01A9 - ending_Scene06_3 (Pyrite Town, no actors)
01AA - ending_Scene07 (Phenac City, no actors)
01AB - ending_Scene08 (crashes)
01AC - ending_Scene09 (crashes)
01AD - ending_Scene10 (crashes)
01AE - ending_Scene11 (skybox with sun, no actors)
01AF - ending_Scene12_1 (crashes)

01B0 - ending_Scene12_2 (crashes)
01B1 - ending_SpecialScene01 (crashes)
01B2 - ending_SpecialScene02 (crashes)

BATTLE ARENAS (all start in center, player can't move)

OUTSKIRT STAND
01F4 - S1_out_bf

SNAGEM HIDEOUT
01F5 - S2_building_1F_2_bf

PHENAC CITY
01F6 - M1_out_bf
01F7 - M1_gym_1F_bf
01F8 - M1_houseA_1F_bf

PYRITE TOWN
01F9 - M2_out_bf
01FA - M2_cave_3F_1_bf
01FB - M2_building_1F_bf

AGATE VILLAGE

01FC - M3_out_bf
01FD - M3_shrine_1F_bf
01FE - M3_cave_1F_1_bf

CIPHER LAB
0202 - D1_out_bf
0203 - D1_labo_B1_bf

MT. BATTLE
0204 - D2_out_bf
0205 - D2_valley_1_bf
0206 - D2_cloud_1_bf
0207 - D2_pc_1F_bf
0208 - D2_magma_1_bf

REALGAM TOWER
0209 - D4_dome_2_bf
020A - D4_tower_1F_1_bf
020B - D4_tower_1F_2_bf
020C - D4_tower_1F_3_bf
020D - D4_tower_2F_bf
020E - D4_tower_2F_2_bf
020F - D4_casino_colo_bf

MT. BATTLE
0210 - D2_crater_colo_bf

CIPHER LAB
0211 - D1_garage_B1_bf

SS LIBRA
0212 - D3_ship_deck_bf

CIPHER KEY LAIR
0213 - D5_factory_1F_bf
0214 - D5_factory_top_bf
0215 - D5_out_bf

CITADARK ISLE
0216 - D6_dome_2F_bf
0217 - D6_dome_B1_bf
0218 - D6_fort_1F_bf
0219 - D6_out_dome_bf
021A - D6_out_foot_bf

POKEMON HQ LAB
021C - M5_labo_bf
021D - M5_out_bf

GATEON PORT
021E - M6_out_bf
021F - M6_tower_top_bf

KAMINKO'S HOUSE
0220 - S3_out_bf

POKE SPOTS
0221 - esaba_A_bf
0222 - esaba_B_bf
0223 - esaba_C_bf

REALGAM TOWER
0224 - D4_bingo_bf

ORRE COLOSSEUM
0225 - D7_out_bf

CIPHER KEY LAIR
0226 - D5_factory_hat_bf

VARIOUS
0384 - title
0385 - M3_shrine_1F_rl (Relic Forest Purified)
0386 - evolution (no player)
0387 - worldmap_movedemo (no player)
0388 - bingo_menu (soft locks outside of bingo)
0389 - battle_disk (can select Salamence Vs Metagross, never loads)
038A - orre_menu (Eevee and eggs, softlocks with choices made)
038B - bingo_sheet (all normal spaces, non-selectable, B exits)
038C - mailopen_menu (added app to PDA sequence, softlocks soon)
038D - battle_disk_doc (glitched battle disk menu)
038E - worldmap (will start on outskirt stand if possible)
038F - pocket_menu (item menu, softlocks on exit)

0390 - name_entry_menu (softlocks on exit)
0391 - pcbox_menu (softlocks on exit)
0392 - pda_menu (softlocks on exit)
0393 - mailopen_menu (added app to PDA sequence, softlocks soon)
0394 - pokemonchange_menu (softlocks on exit)
0395 - colosseumbattle_menu (softlocks on exit)
0396 - colosseumbattleconnection_menu (softlock)
0397 - toolbattle_menu (shows glitched names, then crashes)
0398 - nintendo_logo (softlocks)
0399 - pokemon_logo
039A - genius_logo
039B - fight_demo (nothing)
039C - auto_demo (idle video)
039D - waza_menu (empty pokemon, B softlocks to black)
039E - pokecoupon_menu (colosseumbattle_menu)
039F - staffroll

03A0 - opening_demo (genius sonority logo, then Salamence vs Metagross)
03A1 - topmenu (glitched menu, most items crash on exit)
03A2 - (nothing - possibly debug menu? no crash)
03A3 - relivehall_menu (softlocks on exit, eevee is glitched)
03A4 - pocket_menu (shop menu, softlocks on exit)
03A5 - pocket_menu (pokemon menu flashes, then softlocks)
03A6 - hologram_menu (crashes on exit, eevee is glitched)
03A7 - relivehall_menu (purify chamber explanation, softlocks after)
03A8 - worldmap (no music)
03A9 - mechkyogre_movedemo (mecha kyogre cutscene, glitched citadark)

03E3 - flashmenu (vs screen intro looped)
03E4 - keydisc (softlock)
03E7 - waza_viewer (Phenac Colosseum Battle Area, no player)

0FA1 - peopleViewer001 (crashes)

UNUSED ROOMS (must be loaded manually with file replacement)


carde_menu (player can't move, floor rotates, door animations loop)

PYRITE CAVE
M2_cave_1F_1 (no exits)
M2_cave_1F_2 (door animations loop, can't enter camera side of doors)
M2_cave_2F_1
M2_cave_2F_2
M2_cave_3F_1
M2_cave_3F_1_bf
M2_cave_3F_2
M2_enter_1F_2 (Colosseum Restore and PC, Restore acts as PC, door animations loop, PC doesn't work)

SNAGEM HIDEOUT
S2_bossroom_1 (walk through everything)
S2_hallway_1 (walk through everything)
S2_out_1 (walk through everything, hole in wall animation loops, graphics may glitch into crash)
S2_out_3 (walk through everything, door animation loops, sparks on hideout, may crash)
S2_snatchroom_1 (walk through everything, camera is close)
Image by ConnorRentz

Please look at the photo above. It is a woman holding what a young girl. I found this in a GameCube game.

I was looking through GameCube ISOs to see if I could discover any strange unused content (mission accomplished). I found this in the Interactive Multi-Game Demo Disc from Japan in November 2002, which oddly, has a Disc 1 and a Disc 2. They include a couple of demos and videos of games releasing around the time. They also include a news section, which, like the demos and videos, is loaded through a .tgc file, which, as I have explained before, is a compressed ISO that can be loaded as part of a Multi-Boot ISO. All Interactive Multi-Game Demo Discs are Multi-Boot ISOs. These .tgc files can be extracted and converted back to standalone ISO files, which means that the majority of them can be booted through the GameCube BIOS and all of their files can be explored.

I extracted zz_News.tgc from the second disc and converted it to a standalone ISO. Like many other demo discs, these interactive news sections of the demo discs are run using HTML files and standard image files. You can actually load the HTML files from the ISO in your browser and navigate through the pages. Within this, I found the webpage files for what is titled Nintendo Magazine April 2002, a few months earlier than this ISO. I found it under smp_local/home3/java/ndemo, which is pretty deep into the initial ISO this was extracted from. It doesn't appear to actually be used at all - hence the folder being labeled as what I assume to mean Nintendo Demo.

This ndemo folder has a few screenshots from other games: Biohazard, Bloody Roar: Primal Fury, Doshin the Giant, Super Mario Sunshine, NBA Live 2003, and Lost Kingdoms (known in Japan as Rune). Also among these screenshots in the same format is image.png, which is the image above of a woman holding a child. Also included in this folder was a sample image of how this online magazine would look like, and in place of a game screenshot, it uses this image.

Sample by ConnorRentz

I know that Nintendo has used random images for testing before and likely has no regard for their origins. For example, Mario Kart Arcade GP has an image of the Beslan school hostage crisis for testing purposes. So I searched the image on Google, and received only one result:


This photo specifically comes from a book titled A New Beginning for Single Moms, a Christian guide book for single mothers by Sylvia Gomez that released November 10th, 2000. The Spanish edition of the book uses a different image on the cover. For awhile, I thought these were the only two instances of this photo, until I found it again:

https://images-na.ssl-images-amazon.com/images/I/51D9CZKCN5L._SX331_BO1,204,203,200_.jpg

Help Kids Cope was released in February 2006. The same image is here except it is much smaller and the background has been somewhat changed to white. The photo may show up in a few other random places as well. There may be a few more book covers or magazine ads out there that use this image. It would be silly to see uses of this photos tracked down. In the end, it seems that Nintendo probably purchased a cheap library of stock photos that a few other companies used as well. It was just a surprise to see in such an obscure part of a GameCube game.

And just for fun, there is a second sample image:

Sample2 by ConnorRentz


This is a list of every official rom image of Super Smash Bros. Melee known to exist. There will be no links to download any of these ISOs here.

Relsab-15 by ConnorRentz
The logo shown at the beginning of both Japanese commercial ISOs.

For many game enthusiasts, Super Smash Bros. Melee started or heavily influenced their interest in game development, hacking, and research. The game already has a mysterious aura, and the thirteen month development period is also fascinating. The discovery of the Debug Menu, which is present in every retail release of Melee, was a bigger secret than any rumors spread on playgrounds or on early internet forums (I first heard about it sometime in 2007/2008 on an old site called Detstar which encouraged me to check my local GameStop every week until they had an Action Replay behind the counter). Melee's development and hidden content is incredibly interesting, and every bit of information uncovered - from unused data on the disc to samples of early music tracks on the original website - is very exciting for fans. To help with research and further discoveries, I have created this list of Super Smash Bros. Melee ISOs. This includes retail releases, promotional discs, ISOs tucked away from multi-boot ISOs, and those missing still shrouded in mystery. If you have copies of discs or dumped ISOs, this should help you identify what you have.

Unfortunately, unlike Sonic the Hedgehog 2 for the Sega Genesis, Super Smash Bros. Melee doesn't really have a lot of early builds of the game floating around. This is probably due to its early release for the GameCube (other later GameCube titles like Paper Mario and the Thousand Year Door, Star Fox Adventures, and Sonic Mega Collection have more demos and prototypes with content that contrasts greatly with the final retail games). However, there may be data yet to be revealed - it wasn't until 2007 or 2008 that the Name Entry Glitch in Melee was discovered, and only just last year in 2017, I discovered that the Proximity Mine and Topi seal trophies were still present in the North American releases of Melee (actually, both the Japanese and North American versions of the game have each other's exclusive files on the disc). And at the time of this initial post, many unused animations for every character in Melee have only just surfaced. We may never hear the full version of Onett's original theme heard at the E3 demos, uncover remnants of Yoshi's Island's music note blocks, or restore the lost beta platforms for Hyrule Temple, but it is always fun to look and see what was left behind to discover. If anything, there may be traces of more lost content.

If you are new to the exploration of Super Smash Bros. Melee content, the best place to begin is the article on The Cutting Room Floor. This includes all of the regional differences, a full explanation of the Debug Menu, and all of the unused content discovered thus far. If you are a researcher, hacker, or developer, I would be more than happy to exchange private messages to give you files you may not have access to.

Notes:
  • Revision numbers are stored in the ISO.
  • The apploader date is the revision compile date stored in the ISO.
  • BIOS Friendly means that the ISO can be booted through the GameCube BIOS as is with the appropriate region.
  • The Start.dol date is copied from the Start.dol file of the ISO. This date (and time) also appears in Melee's Debug Menu, the title screen when the DB Level is set to Develop, and the Boot-Up Log Message that cannot be seen in the game normally.
  • Banner descriptions have their line breaks preserved.
  • Short Title and Short Maker are used in the GameCube BIOS before selecting the Game Play menu option. Selecting the Game Play menu option shows the Long Title, Long Maker, and the Banner Description.
  • Unless ISOs related to any E3 or Special Event demos are leaked or somehow made available, they will not be included here for the time being.
  • NTSC and PAL are types of video signals often used to distinguish different regional versions of Melee. NTSC is used for the American, Japanese, and Korean versions of the game, and PAL is used for the European version.
Quick Guide to GameCube Title IDs:
  • First Character - Console ID.
    • G: All retail games use G for GameCube.
    • D: This is intended to be used for demo discs such as the Soulcalibur II Demo Disc, Star Wars: Rogue Squadron III: Rebel Strike Limited Edition Preview Disc, or the Interactive Multi-Game Demo Disc series. Likely because it is a multi-boot ISO, it is used by The Legend of Zelda: Ocarina of Time/Master Quest despite not technically being a demo disc.
    • U: This is only used by the Game Boy Player Startup Disc.
    • P: Used for promotional or bonus discs, such as the Mario Kart: Double Dash!! Bonus Disc, the Pokemon Colosseum Bonus Disc, the Metroid Prime 2: Echoes Bonus Disc, or The Legend of Zelda: Collector's Edition.
    • A: Seems to be intended for Game Boy Advance emulations, such as the Made in Wario trial demo included on the Japanese Interactive Disc Catalog Summer 2003 disc.
    • R: Usually only seen in RELSAB or variations of RELSAB.
  • Second and Third Characters - Game Code
    • These two characters are letters or numbers specific to a game. Super Smash Bros. Melee uses AL, Pokemon Colosseum uses C6, and The Legend of Zelda: The Wind Waker uses ZL.
  • Fourth Character - Region Code
    • Note: Region Codes in the Title ID do not determine the game's region, but these letters often are almost always associated with these regions.
    • A: All
    • E: USA
    • J: Japan
    • K: Korea
    • R: Russia
    • W: Taiwan
    • F: France
    • P: Europe
    • S: Spain
    • U: Sometimes used for Europe (such as The Legend of Zelda: Ocarina of Time/Master Quest)
    • X: Sometimes used for France and/or Germany
  • Fifth Character - Publisher/Maker Code
    • 01: Nintendo
    • 08: Capcom
    • 8P: SEGA
    • AF: Namco
    • 64: LucasArts
    • AB: Often used for undefined titles, such as RELSAB
    • A4: Often used by Nintendo for demos and demo videos stored in multi-boot ISOs

Retail Releases of Melee


Galj01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: 大乱闘スマッシュ
Short Maker: ブラザーズDX
Long Title: 大乱闘スマッシュブラザーズDX
Banner Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALJ01
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE Oct 31 2001 TIME 04:35:57
Total File Count:
Disc Size:
Banner Description:
オールスター奇跡の大集結で、4人まとめて大乱闘!
カウントダウンはもう始まっている。
~
The first Japanese release of Melee. Other than regional changes, this version is identical to the first North American release of Melee.

Both the Japanese and North American versions of Melee have .dat files, the default format of the game's internal files, and .usd files, the format for the North American files. The .dat files can be found in all versions of Melee, while the .usd files can be found in any NTSC version (meaning the US, Japanese, and Korean versions) of the game. Curiously, the US releases do not use most of the Japanese files even when the language is swapped in the game's Options menu, and vice versa. This includes all things from the title screen logos to the Proximity Mine item.

Galj01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: 大乱闘スマッシュ
Short Maker: ブラザーズDX
Long Title: 大乱闘スマッシュブラザーズDX
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALJ01
Region: Japan
Disc Revision: 1.01
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 22 2001 TIME 13:22:57
Total File Count:
Disc Size:
Banner Description:
オールスター奇跡の大集結で、4人まとめて大乱闘!
カウントダウンはもう始まっている。
~
The first Japanese revision of Melee. I do not believe the game had any repackaging in Japan.

Galj01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: 大乱闘スマッシュ
Short Maker: ブラザーズDX
Long Title: 大乱闘スマッシュブラザーズDX
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALJ01
Region: Japan
Disc Revision: 1.02
Apploader Date: 11/14/2001
Start.dol Date: DATE Feb 13 2002 TIME 22:06:27
Total File Count:
Disc Size:
Banner Description:
オールスター奇跡の大集結で、4人まとめて大乱闘!
カウントダウンはもう始まっている。
~
The second Japanese revision of Melee. I do not believe the game had any repackaging in Japan (I own a copy of this version with the original packaging intact and it is the same as the other retail versions).

Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Region: United States
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE Oct 31 2001 TIME 04:35:57
Total File Count: 1,214
Disc Size: 1.36 GB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This is the original North American retail release of Super Smash Bros. Melee. I think it's safe to say this is probably the most common version of the game. It would be unlikely to find this packaged as a Player's Choice or Best Seller game case. Since there are hardly any brand-new unopened copies of Melee, it is possible that cases and discs could have been swapped by various owners.

Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Region: United States
Disc Revision: 1.01
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 22 2001 TIME 13:22:57
Total File Count: 1,214
Disc Size: 1.36 GB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This is the first revision of Melee released, which I believe is often packaged in the case with the "Best Seller" logo added to the box art. Note that the apploader date has been updated to a later date.

Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Region: United States
Disc Revision: 1.02
Apploader Date: 11/14/2001
Start.dol Date: DATE Feb 13 2002  TIME 22:06:27
Total File Count: 1,214
Disc Size: 1.36 GB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This is the second revision of Melee released, which I believe is often packaged as the Player's Choice edition of the game. Oddly, the apploader date was not updated.

Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALP01
Region: Europe
Disc Revision: 1.00
Apploader Date: 12/17/2001
Start.dol Date: DATE Mar 13 2002 TIME 00:54:01
Total File Count: 1,614
Disc Size: 1.36GB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This is Europe's first and only release of Melee. Despite it being the first revision of the PAL version of the game, it is identical to v1.2 of Melee in the U.S. and Japan. This version has no .usd files. However, it does have .frd, .gmd, .itd, .ukd versions (France, Germany, Italy, and United Kingdom respectively) of most of the in-game files. The game's primary soundtrack is copied for each region, and additionally, a US folder with all of the music is included. Despite claims that the infamous Tamagon Trophy does not exist in the game files, it does as well as the Japanese and North American variations of certain trophies. While it does not appear in the game's menu and it cannot be accessed in the Debug Menu, the fifteen-minute Special Movie is in the game's files.

Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Region: Korea
Disc Revision: 1.30
Apploader Date: 11/14/2001
Start.dol Date: DATE Feb 13 2002 TIME 22:06:27
Total File Count: 1,214
Disc Size: 1.36 GB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This is definitely the least known retail release of Super Smash Bros. Melee. The GameCube was distributed by Daiwon in South Korea and only had twenty-seven titles released. These titles, such as Melee, are supposedly Japanese region versions of the US ISO. The packaging for the game seems to be the real difference, using the international logo on the Japanese packaging. The Korean Melee disc has the logo in teal, which looks really cool.

While this is version 1.0 of Melee in Korea, this is really just the US v1.2 (or at least built from v1.2, judging by the apploader and Start.dol dates), although the revision number in the ISO (which is 1 for v1.1 and 2 for v1.2) is 48. Technically, the disc revision is 1.3, so I suppose the Korean version of Melee could be considered v1.3 of the game despite not having any immediately noticeable differences from v1.2. It is unlikely, but there may be changes to the gameplay physics.

The Korean version of Melee will save to Japanese Memory Cards in files separate from Japanese save data (it recognizes GALE01 and GALJ01 as different titles).

Special/Promotional Releases of Super Smash Bros. Melee


D23j01 by ConnorRentz
Internal Name: Special movie disc of Smash Brothers DX
Short Title: スマブラDX
Short Maker: 特製ムービーディスク
Long Title:スマブラDX特製ムービーディスク
Long Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: D23J01
Region: Japan
Disc Revision: 1.00
Apploader Date: 11/16/2001
Start.dol Date: DATE Nov 20 2001 TIME 10:55:04
Total File Count: 55
Disc Size: 1.36 GB
Banner Description:
大乱闘スマッシュブラザーズDXのムービー集です。
~
This isn't technically a copy of Melee, but it is related to the game. This was not released in stores - it was distributed to participants (or perhaps specific winners) of a tournament in Makuhari. It's known for coming in gold packaging with a gold disc. This is a multi-boot ISO like the Interactive Multi-Game Demo Discs - it has videos of four matches from the tournament and also includes videos of impressive Break the Targets and Home Run Contest replays. The only way to exit any of the videos once they have been started is to reset the system. The menu used to select the videos is recycled from the early GameCube Interactive Multi-Game Demo Discs from around that time (which also often contained Melee content).

Dalj01 by ConnorRentz
Internal Name: Interactive Multi Game Demo Disc November 2001 for Japan
Short Title:  ゲームデモディスク
Short Maker:  任天堂
Long Title:  店頭ゲームデモディスク Nov'2001
Banner Name:  店頭ゲームデモディスク Nov'2001
Banner Maker:  2001 任天堂
BIOS Friendly: Yes
Game ID: DALJ01
Region: Japan
Disc Revision: 1.00
Apploader Date: 10/29/2001
Start.dol Date: DATE Oct 25 2001 TIME 11:40:32
Total File Count: 80
Disc Size: 1.36 GB
Banner Description:
 店頭販促専用です。
 販売しないで下さい。
~
While this is technically the Japanese November 2001 Interactive Multi-Game Demo Disc, it features Melee content almost exclusively, save for a demo and video of Pikmin. This disc comes in the game's regular packaging except for a green Luigi sticker, and the disc has basic red text. This, like all Interactive Multi-Game Demo Discs, is a multi-boot ISO.

This includes a two-minute Free-for-All/Battle Royale demo match limited only to the characters and stages that do not have to be unlocked, an Adventure Mode demo with the same character restrictions that will end after the Brinstar Escape level, and a Trophy Gallery demo that is limited to a small number of trophies. It also has a few commerical-like videos for Melee (including the final version of Melee's opening cinematic) and a GameCube promo video. Interestingly, the commercial videos use an arrangement of the game's main menu song that is not featured anywhere else!

Dalj01 by ConnorRentz
Internal Name: Interactive Multi Game Demo Disc November 2001 for Japan
Short Title:  ゲームデモディスク
Short Maker:  任天堂
Long Title:  店頭ゲームデモディスク Nov'2001
Banner Name:  店頭ゲームデモディスク Nov'2001
Banner Maker:  2001 任天堂
BIOS Friendly: Yes
Game ID: DALJ01
Region: Japan
Disc Revision: 1.00
Apploader Date: 10/29/2001
Start.dol Date: DATE Oct 25 2001 TIME 11:40:32
Total File Count: 80
Disc Size: 1.36 GB
Banner Description:
 店頭販促専用です。
 販売しないで下さい。
~
This is exactly the same ISO as above, but it apparently re-released at some point under a different name? The title this ISO is known as is not that different anyway - jitsuen means demonstration or demo and taikenban means trial version. It is also likely that these were dumped from the same disc but the ISO somehow received two different names during circulation. It could be that this ISO was on a disc actually labeled for the November 2001 demo disc and not for a promotional Melee disc, but this is unlikely as no such image of a disc or case art for the November 2001 demo disc exists. On top of that, Japan did not have frequent editions of early demo discs labeled with a general GameCube packaging in the way that the US, Europe, and Australia did. Instead, early demo discs were packaged in the featured game's original box with green Luigi stickers attached.

Super Smash Bros. Melee Extracted ISOs


Quick Explanation: During the GameCube's lifetime, Nintendo distributed Interactive Multi-Game Demo Discs to stores so that consumers could try out demos and watch videos of current and upcoming releases. These discs are no different than regular GameCube games: any console can boot them. Like the available to purchase The Legend of Zelda: Collector's Edition or the Mario Kart: Double Dash!! Bonus Disc, the demo discs are multi-boot ISOs that load compressed ISOs known as .tgc files to play games. It is possible to covert tgc files back to gcm files, which makes these standalone ISO files once again. Technically, Nintendo never actually intended these extracted ISOs to be seen or used this way, which often results in corrupted or incomplete banner data, bizarre regions and Game IDs (such as the infamous RELSAB), curious internal data, and random compatibility problems with the GameCube. I have sought out every known .tgc file of Super Smash Bros. Melee and extracted and converted them to standalone ISO files for testing and documentation. Theoretically, it should be possible to burn these to a disc and load them onto a retail GameCube (though the ones that cannot boot through the BIOS will need a modified opening.bnr file).

With these four playable demos (the only working demos of Melee known to exist), it is unconfirmed if these demos feature the same regional and revision changes as the retail versions of the game. The apploader and Start.dol date change between the different regions may indicate that regional changes are present. The apploader date of the US demos share the apploader date of the US v1.1, which suggests the US demos were created from v1.1 of the game. The PAL demo has the same Start.dol date as the US demos, which may suggest that the PAL demo was created from a US v1.1 revision (or even the US demo) rather than v1.2, the revision the retail PAL game is identical to.

Again, these ISOs were extracted from multi-boot ISOs released by Nintendo. Nintendo did not intend these extracted ISOs to be seen or used outside of the multi-boot ISOs they were originally included with.

Note: When playing these demos as standalone ISOs on Dolphin Emulator, the game may soft lock upon selecting a stage depending on what version of Dolphin you have.

Dairantou Smash Brothers DX October 2001 Demo JP
Galj01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: 大乱闘スマッシュ
Short Maker: ブラザーズDX
Long Title: 大乱闘スマッシュブラザーズDX
Banner Name: SUPER SMASH BROS. Melee
Banner Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALJ1
Original Filename: zzz_fig001110323jpM.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE Nov 3 2001  TIME 16:12:47
Total File Count: 1,125
Disc Size: 767.13 MB
Banner Description:
オールスター奇跡の大集結で、4人まとめて大乱闘!
カウントダウンはもう始まっている。
~
This demo was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Like most Melee demos, no unlockable characters and stages are available (the characters not featured in this demo are missing files that allow them to function, but their texture and animation files are present). While you can't change the Versus Mode settings, you can change the match to a Team Battle. As part of a multi-boot ISO, pressing the back button will return you to the main menu of the ISO. As a standalone ISO, it will reset the demo.

While this ISO cannot function like the retail game without replacing many internal files, there are many files leftover that cannot be accessed on through the demo. The disc has all of the music from the final game here (with the exception the US version of the Opening, How to Play, Giga Bowser, and Multi-Man Melee songs) and all of the trophies, for some reason. Of all the 1P Mode Ending videos, only Bowser's video file is present (all Congratulations screens are present, too). The Credits, Tournament Mode, Camera Mode, Training Mode, and Home Run Contest files are present. If the demo were to be hacked and the main menu and Debug Menu were made accessible, these modes could be used normally.

Nintendo was somewhat clever in designing this demo disc. The other options on the November 2001 Demo Disc menu actually all load this ISO and just redirect the player to different menus or screens on the ISO. This seemed obvious for the Adventure Mode and Trophy Gallery options, as that data is present in the ISO (that is - the first half of Adventure Mode's level data before you are booted to a "Thanks for Playing" screen), but the How to Play movie option also boots this ISO. Two things verified this: the How to Play movie is present in the ISO (as well as the entire Special Movie), and when the How to Play movie is selected from the demo disc menu, Dolphin's log shows that Super Smash Bros. Melee was booted, logging the language, DbLevel, and the Start.dol date, which is the same as this extracted ISO. This is also true for the final version of the Opening Cinematic, which can also be viewed from the demo disc multi-boot menu.

Super Smash Bros. Melee January 2002 Demo NTSC
Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Banner Name: SUPER SMASH BROS. Melee
Banner Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Original Filename: zz_zSmashBrosPlay01120415us.tgc
Region: United States
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Dec  3 2001  TIME 19:49:57
Total File Count: 1,001
Disc Size: 476.81 MB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This demo was extracted from the NTSC January 2002 Interactive Multi-Game Demo Disc. Oddly, the Back button does not return you to the Demo Disc menu like other Melee demos would (though you can hold down the B button). There doesn't seem to be any noticeable differences from the final game, and it seems to be mostly similar to the first Japan demo, though judging by the Apploader and Start.dol dates, this ISO was probably made from the US v1.1 game.

Unlike the Japanese demo ISO, this ISO does not include the video files for How to Play, Special Movie, or the Opening Cinematic. While you can watch the Opening Cinematic on the demo disc, it is loaded through a unique ISO and it is not the final version of the video: it's the version that was shown at E3 2001.

Super Smash Bros. Melee March 2002 Demo NTSC
Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Banner Name: SUPER SMASH BROS. Melee
Banner Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: GALE01
Original Filename: zz_zSBPlay.tgc
Region: United States
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Dec  3 2001  TIME 19:49:57
Total File Count: 1,001
Disc Size: 476.81 MB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This demo was extracted from the NTSC March 2002 Interactive Multi-Game Demo Disc. It is identical to the January 2002 NTSC demo.

Super Smash Bros. Melee May 2002 Demo PAL
Gale01 by ConnorRentz
Internal Name: Super Smash Bros Melee
Short Title: SUPER SMASH BROS.
Short Maker: Melee
Long Title: SUPER SMASH BROS. Melee
Banner Name: SUPER SMASH BROS. Melee
Banner Maker: Nintendo/HAL Laboratory,Inc.
BIOS Friendly: Yes
Game ID: G98P01
Original Filename: zzz_fig02032519euM.tgc
Region: Europe
Disc Revision: 1.00
Apploader Date: 12/17/2001
Start.dol Date: DATE Dec  3 2001  TIME 19:49:57
Total File Count: 1,000
Disc Size: 476.81 MB
Banner Description:
Nintendo's all-stars are ready to do
battle! Let the melee begin!
~
This demo was extracted from the PAL May 2002 Interactive Multi-Game Demo Disc. It is essentially the same as the two US demos, though it has a different game ID (the PAL May 2002 Demo Disc also has 98 in the title ID). It is also missing the file usa.ini, though it does not seem to have any other internal differences to the US demos.

Dairantou Smash Brothers DX October 2001 Commercial 1 JP
RELSAB-scma by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: aaa_scma_bgm.tgc
Region: Spain
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE Oct  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 37.99 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This commercial was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Both Melee commercials on this ISO feature a different version of the game's main menu theme not featured anywhere else. This specific commercial starts with Link at Hyrule Temple and he, Ness, and Kirby all get pulverized by a Falcon Punch. Pressing B will either return you to the demo disc menu or restart the video.

Dairantou Smash Brothers DX October 2001 Commercial 2 JP
RELSAB-scmb by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: aaa__scmb_bgm.tgc
Region: Spain
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE Oct  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 39.37 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This commercial was extracted from the Japan November 2001 Interactive Multi-Game Demo Disc, specifically the Taikenban ISO. The exact same ISO can be extracted from the Jitsuen-you disc. Both Melee commercials on this ISO feature a different version of the game's main menu theme not featured anywhere else. This commercial does not freeze, but may lag in later parts of the commercial. It opens with some fighting between Mario, Bowser, and the Ice Climbers at Peach's Castle, and then shows lots of hectic gameplay. Pressing B will either return you to the demo disc menu or restart the video.

Super Smash Bros. Melee (Disc 2) NTSC
Gamea4 by ConnorRentz
Internal Name: Long Game Name
Short Title: Super Smash Bros. Melee
Short Maker: (C)2001 Nintendo/HAL Laboratory,
Long Title: Super Smash Bros. Melee
Banner Name: Super Smash Bros. Melee
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: GAMEA4
Original Filename: movie_smash1001.tgc (October 2001), 0_movie_smash1001.tgc (January 2002), 0_SBMovie.tgc (March 2002)
Region: United States
Disc Revision: 1.01
Apploader Date: 09/08/2001
Start.dol Date: DATE Sep  8 2001 TIME 01:49:37
Total File Count: 8
Disc Size: 70.75 MB
Banner Description:
{No Banner Description}
~
This ISO is simply the Opening Cinematic as it was presented at E3 2001 (despite the final version of the cinematic appearing on the Japan November 2001 demo disc). It can be extracted from the NTSC October 2001, NTSC January 2002, and NTSC March 2002 Interactive Multi-Game Demo Discs. For some unknown reason, the ISO is titled in Dolphin as Super Smash Bros. Melee (Disc 2). The Pikmin video included on these same demo discs also labeled as Disc 2 in parenthesis.

Super Smash Bros. Melee E3 2001 Video PAL
Gamea4 by ConnorRentz
Internal Name: Sample Game Name
Short Title: Super Smash Bros. Melee
Short Maker: (C)2001 Nintendo/HAL Laboratory,
Long Title: Super Smash Bros. Melee
Banner Name: Super Smash Bros. Melee
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with PAL BIOS
Game ID: RELSAB
Original Filename: 0_smashBros.tgc (March 2002), 0_0_smashBros.tgc (May 2002)
Region: Spain
Disc Revision: 1.00
Apploader Date: 12/17/2001
Start.dol Date: DATE Dec 17 2001 TIME 18:46:45
Total File Count: 8
Disc Size: 70.56 MB
Banner Description:
{No Banner Description}
~
Again, this is just the E3 Opening Cinematic (why they were still using this version in May 2002 is beyond me). It can be extracted from the PAL March 2002 and PAL May 2002 Interactive Multi-Game Demo Discs. While the identical E3 Opening Sequence ISO is titled Super Smash Bros. Melee (Disc 2), this ISO has does have (Disc 2) in the title.

Dairantou Smash Brothers DX December 22nd, 2001 Morning Tournament Match JP
RELSAB-22morning by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: m22morning.tgc
Region: Spain/United Kingdom
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 12 2001 TIME 01:46:17
Total File Count: 7
Disc Size: 142.26 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. It is a video from the tournament in Makuhari. This includes an image of the tournament bracket with orchestral background music that bears no resemblance to any track from Melee. Interestingly, the character select screen at the tournament does not have Mewtwo, Mr. Game & Watch, Roy, Dr. Mario, Falco, or Young Link unlocked.

Dairantou Smash Brothers DX December 22nd, 2001 Afternoon Tournament Match JP
RELSAB-22after by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: m22after.tgc
Region: Spain/United Kingdom
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 12 2001 TIME 01:46:17
Total File Count: 7
Disc Size: 138.92 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. It is a video from the tournament in Makuhari. This includes an image of the tournament bracket with orchestral background music that bears no resemblance to any track from Melee. Interestingly, the character select screen at the tournament does not have Mewtwo, Mr. Game & Watch, Roy, Dr. Mario, Falco, or Young Link unlocked.

Dairantou Smash Brothers DX December 23rd, 2001 Morning Tournament Match JP
RELSAB-23morning by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: m23morning.tgc
Region: Spain/United Kingdom
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 12 2001 TIME 01:46:17
Total File Count: 7
Disc Size: 134.64 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. It is a video from the tournament in Makuhari. This includes an image of the tournament bracket with orchestral background music that bears no resemblance to any track from Melee. Interestingly, the character select screen at the tournament does not have Mewtwo, Mr. Game & Watch, Roy, Dr. Mario, Falco, or Young Link unlocked.

Dairantou Smash Brothers DX December 23rd, 2001 Afternoon Tournament Match JP
RELSAB-23after by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Banner Name: Smash Brothers Deluxe
Banner Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Original Filename: m23after.tgc
Region: Spain/United Kingdom
Disc Revision: 1.00
Apploader Date: 11/14/2001
Start.dol Date: DATE Nov 12 2001 TIME 01:46:17
Total File Count: 7
Disc Size: 134.92
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. It is a video from the tournament in Makuhari. This includes an image of the tournament bracket with orchestral background music that bears no resemblance to any track from Melee. Interestingly, the character select screen at the tournament does not have Mewtwo, Mr. Game & Watch, Roy, Dr. Mario, Falco, or Young Link unlocked.

Dairantou Smash Brothers DX Break the Targets Video JP
DALJ01targets by ConnorRentz
Internal Name: Interactive Multi Game Demo Disc November 2001 for Japan
Short Title: {No Short Title}
Short Maker: {No Short Maker}
Long Title: {No Long Title}
Banner Name: {No Banner Name}
Banner Maker: {No Banner Maker}
BIOS Friendly: Yes
Game ID: DALJ01
Original Filename: target.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 11/16/2001
Start.dol Date: DATE Dec 26 2001 TIME 15:53:56
Total File Count: 7
Disc Size: 244.22 MB
Banner Description:
{No Banner Description}
~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. This showcases fast "New Records" in Break the Targets for only the characters that do not have to be unlocked in the order they appear on the character select screen (I thought Link's five second record was pretty impressive).

スマブラDXイベント用ディスク (Disc 2) JP
RELSAB-22morning by ConnorRentz may also appear as Opening.bnr 0x20 5 by ConnorRentz
Internal Name: Long Game Name
Short Title: スマブラDXイベント用ディスク
Short Maker: ハル研究所
Long Title: スマブラDXイベント用ディスク
Long Maker: 株式会社ハル研究所
BIOS Friendly: Yes with Japanese BIOS
Game ID: GAMEA4
Original Filename: thp_HR.tgc
Region: United States
Disc Revision: 1.01
Apploader Date: 11/14/2001
Start.dol Date: DATE Dec 26 2001 TIME 15:53:56
Total File Count: 8
Disc Size: 244.22 MB
Banner Description:
大乱闘スマッシュブラザーズDXのイベント用

ディスクです。販売を禁じます。

~
This ISO was extracted from the Game Taikai Yuushou Kinen: Tokusei SmaBro DX Movie Disc. This showcases "New Records" in Home Run Contest for only the characters that do not have to be unlocked in the order they appear on the character select screen. Oddly, like the other title with the ID GAMEA4, the title is displayed in Dolphin with (Disc 2) at the end.

Pikmin Jitsuen-you: Melee Special Movie Part 1
RELSAB-22after by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Long Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: sbJP_a.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE October  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 169.6 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Pikmin Jitsuen-you Sample Disc that released in Japan sometime around the GameCube's launch. This disc has a unique early version of Melee's Special Movie split into four different parts. It is important to note that the date and time logged in the Start.dol file is almost a month earlier than the Japan 1.0 version of Melee, which may explain why the Special Movie features so many early/beta content. This first part includes Mario, Peach, Donkey Kong, and Yoshi.

Pikmin Jitsuen-you: Melee Special Movie Part 2
RELSAB-22morning by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Long Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: sbJP_b.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE October  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 172.29 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Pikmin Jitsuen-you Sample Disc that released in Japan sometime around the GameCube's launch. This disc has a unique early version of Melee's Special Movie split into four different parts. This second part includes Link, Sheik, Captain Falcon, and Bowser. This part of the Special Movie is unique in that it features Sheik completely in Zelda's place with exclusive Special Movie footage of Sheik not seen in any other version of the game or promo videos.

Pikmin Jitsuen-you: Melee Special Movie Part 3
RELSAB-23after by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Long Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: sbJP_c.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE October  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 172.38 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Pikmin Jitsuen-you Sample Disc that released in Japan sometime around the GameCube's launch. This disc has a unique early version of Melee's Special Movie split into four different parts. This third part includes Fox, Samus, Pikachu, and Ice Climbers.

Pikmin Jitsuen-you: Melee Special Movie Part 4
RELSAB-23morning by ConnorRentz
Internal Name: Sample Game Name
Short Title: Smash Bros. DX
Short Maker: (C)2001 Nintendo/HAL Lab.
Long Title: Smash Brothers Deluxe
Long Maker: (C)2001 Nintendo/HAL Laboratory, Inc.
BIOS Friendly: Yes with Japanese BIOS
Game ID: RELSAB
Original Filename: sbJP_d.tgc
Region: Japan
Disc Revision: 1.00
Apploader Date: 09/08/2001
Start.dol Date: DATE October  2 2001 TIME 11:02:22
Total File Count: 7
Disc Size: 93.60 MB
Banner Description:
Characters (C)Nintendo/HAL Laboratory, Inc./
Creatures Inc./GAME FREAK inc./APE inc.
~
This ISO was extracted from the Pikmin Jitsuen-you Sample Disc that released in Japan sometime around the GameCube's launch. This disc has a unique early version of Melee's Special Movie split into four different parts. This last part includes Kirby and Ness.

Super Smash Bros. Melee ISOs Needing More Documentation


Quick Explanation: There may be more ISOs for Melee circulating to some extent that may have been dumped but do not have proper (or any legitimate) documentation that tells us the game's contents.

Unknown by ConnorRentz
Internal Name: {Currently Unknown}
Short Title: {Currently Unknown}
Long Title: {Currently Unknown}
Banner Name: {Currently Unknown}
Banner Maker: {Currently Unknown}
BIOS Friendly: {Currently Unknown}
Game ID: {Currently Unknown}
Original Filename: {Currently Unknown}
Region: {Currently Unknown}
Disc Revision: {Currently Unknown}
Apploader Date: {Currently Unknown}
Start.dol Date: {Currently Unknown}
Total File Count: {Currently Unknown}
Disc Size: {Currently Unknown}
Banner Description:
{Currently Unknown}
~
In September 2012, someone by the alias LiiZENS dumped an ISO of the infamous and very rare SmaBro DX Event-you Disc. Very little info has surfaced since. All that is known about the contents of this ISO is that it includes options for two, three, and five minute versus mode matches, and four players are required (although they can be CPU players). Like the tournament video disc, there are characters missing, but not the same characters: this one only lacks Mewtwo, Mr. Game & Watch, Roy, and Young Link (oddly, Mewtwo and Mr. Game & Watch's spaces are not covered by question mark boxes). There is currently no explanation specifically related to why this disc exists or how it got into circulation on Japanese auction sites (which it goes for very high prices).

Clearly, the Event-you disc exists. There are many pictures of the disc and packaging online and it has appeared on many auction sites. However, the redump page seems to be the only source that says anything about the content of the disc, and it's the original source of the Event-you name. Other games, such as Mario Party 4, also have tournament event discs with similar packaging and disc designs.

A Few Screenshots


Dalj01-10 by ConnorRentz Dalj01-11 by ConnorRentz
The Dairantou Smash Brothers DX Break the Targets Video JP ISO boots in the GameCube BIOS fine, despite having no banner name or description.

Relsab-10 by ConnorRentz  Relsab-9 by ConnorRentz

Relsab-11 by ConnorRentz  Relsab-13 by ConnorRentz
Some screenshots of the tournament videos, including the incomplete character select screen.

Relsab-7 by ConnorRentz

Sheik's Character Screen in the early Special Movie.


Many of the characters I wanted to include in Roster Builder did not have high-quality artwork that matched or was reminiscent of the Super Smash Bros. style. I decided to create a lot of renders myself. Some were simple model renders and others ended up being complete art similar to what the Smashified team does, although on a much smaller scale. I often make samples and incredibly heavy edits to pieces of official Super Smash Bros. renders. There are often times when I do not complete character renders, or only partial renders are possible. I wanted to spotlight some of the characters with artwork made specifically for Roster Builder:
Wolf
Wolf by ConnorRentz
One of the earliest edits made for Roster Builder. The pose came from a screenshot I took of Wolf in Super Smash Bros. Brawl through Dolphin. I modded the Stage Builder textures to get him behind a solid color background. I used parts of Fox's fur from his official art to make Wolf match Fox and Falco more.

Gooey
Gooey by ConnorRentz
One of the many renders I have done from his Super Smash Bros. Melee trophy. This particular render was the first I made that was not an in-game screenshot.

Mona
Mona by ConnorRentz
Edited from many parts of official renders of both Super Smash Bros. and Mario characters over her original artwork from Wario Ware. Again, this was one of the earlier renders I did, but one of the few renders to have been full body! Roster Builder 4 featured this slightly incomplete version where she did not have her arm raised up.
Mona by ConnorRentz


Micaiah and Sothe
Micaiah by ConnorRentzSothe by ConnorRentz
Again, Micaiah was one of the few full body renders done, edited over her original Fire Emblem: Radiant Dawn artwork. I finished this one because there were no good 3D renders of her, and I unintentionally made a lot of progress. Sothe was edited from his trophy from Smash Wii U. Roster Builder 4 featured an earlier version of the Micaiah render and a totally different Sothe render made from his Brawl trophy.
Micaiah by ConnorRentzSothe by ConnorRentz



Other Fire Emblem Characters: Hector, Eliwood, and Rebecca
Hector by ConnorRentzEliwood by ConnorRentzRebecca by ConnorRentz
These three done fairly quickly, so these were made with some of the original artwork still a part of the final render, although edited. They all feature new faces and hair, which was the priority.

Blood Falcon
Blood Falcon by ConnorRentz
This was a really fun render to make. I always liked the idea of Blood Falcon appearing in Super Smash Bros. as a character like Dark Pit, Lucina, or Dr. Mario. I wanted this to be a combination of Captain Falcon's appearance in Smash Wii U and Blood Falcon's appearance in F-Zero GX. To make this render, I used the 3D model of his head from his Smash Wii U trophy and updated the textures to match Captain Falcon's render. I then heavily warped Captain Falcon's collar to make it bigger and more like Blood Falcon.

Other F-Zero Charaters: Jody Summer, Lily Flyer, and Princia Ramode
Jody Summer by ConnorRentzLily Flyer by ConnorRentzPrincia Ramode by ConnorRentz
Part of my initiative to add more female characters was to try and smashify three from F-Zero. Princia's render was included in Roster Builder 4. Unlike the others, she mostly features her in-game F-Zero GX model with high-resolution textures. Lily Flyer and Jody Summer were edited over a render taken in-game and her official artwork respectively. I took a few liberties with Jody and Lily's hair. In Roster Builder 4, Jody and Lily had totally different renders made the same way. I am incredibly happy with the new renders in comparison to the previous renders.
Jody Summer by ConnorRentzLily Flyer by ConnorRentz

Takamaru and Saki
Takamaru by ConnorRentzSaki by ConnorRentz
These two were made back-to-back using their assist trophy models from Smash Wii U to create extremely high-resolution renders. I only made slight color adjustments (specifically to make Saki's color scheme match his original Nintendo 64 appearance more) and replaced their irises. I feel that these characters are often highly suggested for Super Smash Bros. and are popular choices, so I made sure that they had good renders. These are both, like Jody and Lily, huge improvements over their appearances in Roster Builder 4.
Takamaru by ConnorRentzSaki by ConnorRentz

A Link Between Worlds Characters: Link, Zelda, and Hilda
Link - A Link Between Worlds by ConnorRentzZelda - A Link Between Worlds by ConnorRentzHilda by ConnorRentz
The character design in A Link Between Worlds is some of my favorite in the Zelda series, and it was disappointing that there were no renders of the main characters in a 3D style. Ravio and Yuga were added into Hyrule Warriors, so that only left Link, Zelda, and Hilda for me to make. They were heavily edited from the original game artwork, and a lot of the details are mixes of the original artwork and samples from official Smash Bros. artwork.

Super Smash Bros. Characters: The Ancient Minister, Primid, and Sandbag
The Ancient Minister by ConnorRentzPrimid by ConnorRentzSandbag by ConnorRentz
I felt that these three were popular choices for Super Smash Bros. themed characters, although I felt that the current renders I had for them were not as good as they needed to be. These renders were all made from their Brawl trophies with texture updates and small added details. Their appearances in Roster Builder 4 are below.
The Ancient Minister by ConnorRentzPrimid by ConnorRentzSandbag by ConnorRentz

Street Fighter Characters: Akuma and Chun-Li
Akuma by ConnorRentzChun-Li by ConnorRentz
These two made their debut in Roster Builder 5. Akuma's body was taken from Ryu's official artwork, while his head was taken from his Street Fighter IV model. The necklace was made entirely from scratch - no 3D models used. I wanted to make Chun-Li's appearance most like Tatsunoko Vs Capcom, so I edited her artwork from that game to make her render.

Phoenix Wright
Phoenix Wright by ConnorRentz
This new render for Roster Builder 5 was a very high-resolution render of his Ultimate Marvel Vs Capcom 3 model. This was a much-needed improvement of the render below that was included in Roster Builder 4.
Phoenix Wright by ConnorRentz

Pulseman
Pulseman by ConnorRentz
This is a lesser-known titular character from the Japan-only Sega Genesis game Pulseman, but one I was very keen on including in Roster Builder. His debut was in Roster Builder 4. Edited over his original artwork, this Pulseman render uses very few samples from Smash Bros. renders. I hope his inclusion in Roster Builder will raise awareness for his game (he could use a comeback).

Chrono
Chrono by ConnorRentz
For me, this was one of the most exciting characters to include in Roster Builder , although he took a lot of work. Chrono's design, like many Dragon Quest and Dragon Ball Z characters, is not easily translated into 3D. He is almost made entirely from samples of official Smash Bros. renders and renders of stock images, such as his shirt.

Simon Belmont
Simon Belmont by ConnorRentz
Simon may have been the most requested character for Roster Builder. He finally is in Roster Builder 5 with an appearance more faithful to his original design from the NES. While most custom renders are done from 3D models, I made Simon from a photo of a Simon Belmont figure. I had to do a lot of major changes and editing to his face and hair because they looked like plastic (it was a figure after all) and the look of the face didn't match very well with the actual Smash Bros. characters. It took time to get it right, but it was definitely worth it.

Snake
Snake by ConnorRentz
Snake never got a Smash Wii U/3DS render, so I decided to make one reminiscent of the style near the end of Roster Builder 5's completion. This was made from his Brawl model with bump detail and a little bit of detail brought back into his beard.

Aero the Acrobat
Aero the Acrobat by ConnorRentz
Despite there being two hundred third party characters in Roster Builder 5, Aero the Acrobat is still one of the most obscure characters in the group. Aero the Acrobat had two games that were released for both the Super Nintendo and the Genesis, a spin-off game for both consoles, and a Game Boy Advance port. I think his design is brilliant (he was designed by David Siller, who also designed Crash Bandicoot). Sadly, Aero has fallen into obscurity and has a very small following. There exist no quality renders of him except for the very basic 3D render from the original boxart and this other weird 3D picture where he is missing his hair and nobody knows where it came from. To make his render for Roster Builder, I scaled up one of his sprites from Aero the Acrobat 2 and used samples of official Smash Bros. renders with incredibly heavy warping and other effects. This render has become one of my favorites of the customs I created for Roster Builder, especially when looking at the version that appeared in Roster Builder 4...
Aero the Acrobat by ConnorRentz

There are other characters in Roster Builder 5 with renders or edits made for Roster Builder! Hope you enjoy these.







ROSTER BUILDER 5 RELEASED by ConnorRentz

Roster Builder 5 is finally out! Thank you to those of you who have been patiently waiting for this.
There are some things you may need to know as you get started creating your very own Super Smash Bros. roster:

1. This Release is Only Characters and Character Select Menus
Over 1,700 characters, to be exact. This almost doubles the amount of characters included in the initial release of Roster Builder 4. If you go really far back, the first release of Roster Builder had less than 100 characters. This has come a long way! While there are so many icons, there are still characters I was unable to include due to time restraints and lack of resources such as 3D models and graphics. More characters will be added in the future, and I encourage users to create and share their own character icons!

2. Stages, Items, and Trophies will Release at a Later Date
Soon after the initial release of Roster Builder 4, Stages were also included. There were many icons to use, but there was not as much variety for Stage Select Menu Styles. While there is no specified date, Stages will return to Roster Builder, and Items and Trophies will also be included as well! I currently have over 1,000 stage icons ready for the next release. Stages are expected to have a corresponding menu style for every Character Select Menu Style. I have already made nearly 200 item icons and there are many more to be made. The Trophies Creator already has templates to create Brawl-styled and Smash Wii U-styled Gallery close-ups and over 50 console icons.

3. You can Download the 7-Zip Pack or Explore on Google Drive
Roster Builder comes with so many assets, you may not feel the need to download all of them if you are only trying it out for the first time! That is why all of the Roster Builder assets are organized on Google Drive. That way, you can download and copy exactly what you need! If you think you'll be using Roster Builder a lot and want to really experiment with your roster, I recommend downloading the full pack!

4. There's Now a PDF Guide
This is a huge pack of assets, and if you don't have a lot of experience with image editing, you may need some help understanding the basics. Now, Roster Builder comes with a PDF guide with pictures to guide you through creating your own roster and character icons!

5. You Can Use Roster Builder to Make Tier Lists
The last addition to Roster Builder 5 was a character select menu style for Tier Lists! While that's not necessarily a menu, it uses a similar interface and is made the same way as any other roster. You can use this to create high quality and easy-to-update tier lists for Super Smash Bros. games, fan-games, and more!

6. Roster Builder Has an Official Site
The site was live in the summer of 2017, but is now officially updated for Roster Builder 5! It has info on the project, a preview of the characters included, and download links! Check out the official Roster Builder site here!

Again, I hope you enjoy Roster Builder! I look forward to seeing your creations!
I was looking through old Crusade files I have from the original builds of the game, some random dev stuff, etc. when I came across a Word doc from 2010 that had a list of 80 characters for the complete roster. Back in the olden times, my brothers and I always liked the idea of having an 80 character roster. The first version Evan (Phantom7) came up with in 2008 had 64 characters, and I came up with a separate one around the same time with 80, so we merged the two and went with 80 characters. It was probably around 2010 or 2011 that the development team kind of stopped using a pre-determined roster. They might have one now, but I kind of doubt it. A lot of the characters on this list had unused assets in earlier demos, including Angelglory's narration of each name. I'm also pretty sure there was a demo that had the text for all of these names within the game files.

Anyway, here it is. Super Smash Bros. Crusade's December 2010 Roster:

    1.     Mario

    2.     Donkey Kong

    3.     Link

    4.     Samus Aran

    5.     Yoshi

    6.     Kirby

    7.     Fox McCloud

    8.     Pikachu

    9.     Ness

    10.   Captain Falcon

    11.   Luigi

    12.   Jigglypuff

    13.   Bowser

    14.   Princess Peach

    15.   Zelda / Sheik

    16.   Marth

    17.   Mewtwo

    18.   Ganondorf

    19.   Wario

    20.   Pit

    21.    Meta Knight

    22.   Diddy Kong

    23.   Pokemon Trainer (Charizard, Ivysaur, Squirtle)

    24.   Lucas

    25.   Ike

    26.   Pikmin / Olimar

    27.   King Dedede

    28.   Lucario

    29.   Solid Snake

    30.   Sonic the Hedgehog

    31.   Falco Lombardi

    32.   Roy

    33.   Young Link

    34.   Mr. Game & Watch

    35.   Wolf O’Donnell

    36.   R.O.B.

    37.   Toad

    38.   Ridley

    39.   Krystal

    40.   Gooey

    41.   Isaac

    42.   Waluigi

    43.   Little Mac

    44.   Saki Amamiya

    45.   Rosalina

    46.   Mach Rider

    47.   Tails

    48.   Ryu

    49.   Ristar

    50.   Bomberman

    51.   Knuckles the Echidna

    52.   Mega Man

    53.   Goku

    54.   Bowser Jr.

    55.   King K. Rool

    56.   Skull Kid or SS Character

    57.   Dark Samus

    58.   Prince Fluff

    59.   Rival Trainer (Gengar, Scizor, Aggron)

    60.   Black Shadow

    61.   Sukapon

    62.   Paper Mario

    63.   Vaati

    64.   Deoxys

    65.   Starfy

    66.   Geno

    67.   Earthworm Jim

    68.   Shadow the Hedgehog

    69.   Klonoa

    70.   Dr. Robotnik

    71.   Proto Man

    72.   Banjo-Kazooie

    73.   Simon Belmont

    74.   Black Mage

    75.   Viewtiful Joe

    76.   Sub – Zero

    77.   Lloyd Irving

    78.   Nights

    79.   Aero the Acrobat

    80.   Pac-Man

And if you think that's a crazy list, it was a little crazier at one point: In a 2009 build, we had assets for Anakin as a playable character. There are bust and mugshot files from a September of 2009 build that use a render of a promotional photo from Revenge of the Sith, and we were going to use the sprites from the GBA Revenge of the Sith game. This was part of what appeared to be an 85-character roster in August 2009, a month or two after the game engine was completely remade from scratch by Alex (Falcon8r). That, of course, fell through, as well as other plans for fourth party characters that came up over the years like Agumon and Strong Bad. At some point, it was decided that Goku would be the only fourth party character in the game, but I'm not sure if they're still sticking to that or not. Hope you guys enjoyed this old dig!

Faded Sample by ConnorRentz

In just a few days, I am going to release ROSTER BUILDER 5! I initially wanted to release it in 2017, but I have a lot of different projects going on. Luckily, I am nearly have everything completed for this release.

Roster Builder 5 is the largest version of the image pack yet. It will have roughly 1700 character icons and around 35 different character select styles. There are literally endless possibilities. Because this pack is so huge, there is a possibility Roster Builder 5 will be the last full release of Roster Builder simply because it is so big. In the future, I would like to release smaller packs and updates for individual series and categories, and I'd also like to support sharing custom character icons in the community. I have no idea if there is interest in this or not, but I am considering creating a Roster Builder Community group on Deviantart so everyone can submit their custom-made character icons and character select styles. While the focus of Roster Builder is on Super Smash Bros., the possibilities have grown beyond Nintendo's all-star fighter: the image above shows the brand new Faded Character Select Style and uses character icons included with Roster Builder 5 to show what appears to be Nintendo Vs. Capcom! Many new icons had to be created to make this 48-character roster possible, and I am sure that as people use Roster Builder, they will create their own character icons and menu style assets to make new and exciting rosters. Roster Builder provides everything you need to create your roster, but if you have little to no experience with an image editor, it could be overwhelming. That is why Roster Builder 5 will come with a PDF guide to explain how to create your roster for both beginner and advanced users.

Again, Roster Builder 5 will be here soon! I am also working on the DVD release and getting ready for three screenings of my latest short film. Thank you for your patience and excitement for Roster Builder.
WOW.

 I haven't been able to post anything on the Roster Builder site in weeks, nor have I had the time to say anything here about progress. Like Roster Builder 4, I had a ton of time over the summer to work on RB5. Though with RB4, I was able to finish it during the summer. Roster Builder 5 is much more ambitious: it will have over 1600 character icons (including remakes of many of the older character icons as seen on the Roster Builder website), a load of brand new character select styles, a lot more stage icons (including a fun little surprise in the stages), item icons (even items never in Smash Bros. before), and Trophy Gallery assets.

Project M Sample by ConnorRentz

 I'm constantly thinking about Roster Builder 5, and I have a game plan for what I will do once I am able to get back to work on it. Other than just general college work, I am also close to finishing post-production on a thirty minute medieval film that I wrote last November. We shot the film at the end of August, so there's been a lot to do since. Once the film is completed, I will start working on my next short film almost immediately, but I will have time to work on Roster Builder again starting next month!

 I hope that the wait for RB5 isn't too bad - there are characters I am really happy that I made artwork for just for Roster Builder, such as Chun-Li and Eliwood. I am really happy that, as you can see on the site, Roster Builder 5 will represent A Link Between Worlds with not only Link and Zelda's appearances from that game, but with Hilda as well. There are also icons for Ravio and Yuga from Hyrule Warriors! I also made icons for more Inklings to represent Splatoon 2, and now all three of the Elite Beat Agents have updated icons! Because representation and variety is so important for Roster Builder, I have made sure that RB5 has icons for characters that appeared in Brawl and Melee to appear in that style. I am also working hard to ensure that nearly every character in Smash Wii U/3DS has icons other than their official icons.

As you can see on the ABOUT page on the site (along with the rising number of character icons in each series category), there is now a Project M Character Select Style, which I felt would be a popular choice. I also felt the need to represent games other than just Super Smash Bros., so now there are styles for Fire Emblem, Mario Kart, Star Fox Assault, and Soul Calibur II! There are other surprises on the way.

Keep in mind that I will not announce everything in store for Roster Builder 5. I think it'll be a ton of fun for people to explore all of the icons and assets. I'm really looking forward to see what people will create - not just in terms of Smash, but other dream games as well! I will do my best to release Roster Builder 5 before New Years!

Spring Man by ConnorRentz  Spring Man by ConnorRentz

I'm not going to make you wait for Spring Man. Here are his horizontal and vertical mugshots! You will have to wait for the rest of the ARMS cast, though. All of them! ;)


Logo55 by ConnorRentz


Roster Builder 5 is coming really soon! And now there is a website for Roster Builder!

VISIT THE ROSTER BUILDER SITE

The Roster Builder site has new characters revealed - over 1500 character icons will be available with Roster Builder 5. Check the ABOUT page to see some new Character Select Menu Styles!


 Screenshot100 by ConnorRentz


 As some people know, my brothers and I were the three original founders of a little fan-game called Super Smash Bros. Crusade. We started development in 2008, and I officially left the project after our success at APEX 2013 (knowing the project was in better hands), and development continues today. In November of 2012, I discovered that I had a few prototypes and builds of Super Smash Bros. Crusade, including some that used entirely different engines. I shared them online then, but nearly five years later, it was brought to my attention that they are no longer online. So I am sharing them again. As I currently don't own Game Maker (I believe these were all specifically made on Game Maker 7 Pro), so I can't really use these files. I would love to see someone go into more detail with these builds.

 I originally compared the amount of Crusade prototypes to the development history of Sonic the Hedgehog 2, and I even named the prototypes in a similar fashion. You can find my original post from November 2012 here. These six prototypes all come from 2009. I will go through them in chronological order:

PhantomZant Prototype (March 2009)
This prototype's main feature is that it includes Zant from The Legend of Zelda: Twilight Princess. This was the first character programmed into the game by "Phantom7" (the rest were programmed by "Falcon8r/Falcon88"). The in-game files also included separate sprite animations for characters facing left and right. Also, due to Phantom7's lack of spriting knowledge (which honestly none of us knew much about spriting when we started), the sprites for Sonic and Knuckles were slightly scaled up in Windows Millennium Paint (I just looked over in the corner of my room to see the very same Gateway laptop they were made on collecting dust). Interestingly, this prototype features more stages.

PhantomWai Prototype (May 2009)
This was just before we started from scratch with a brand new engine. It has seventeen playable characters, but has info for 65 (including names, I believe). Zant is no longer playable, but this build now includes Jigglypuff (absent from PhantomZant).

Street Fighter VS Dragon Ball Z Prototype (June 2009)
I recall after the new engine was running pretty smoothly and a few characters were in, there was a small side project started from that original engine for a Smash Bros. themed Street Fighter VS Dragon Ball Z game. There are notable gameplay changes. There are four playable characters: Ryu, Goku, Ken, and Vegeta. Piccolo is unfinished, and there may be information for Guile in there. Some of Crusade's characters are still playable for testing purposes.

Field Prototype (August 2009)
This is interesting, because at this point, we already started using the new engine. This is the final build of the original engine seen in PhantomZant and PhantomWai. It's external stage files are missing, so it would be difficult to play. However, it features a new Hyrule Field stage that doesn't appear anywhere else.

Nick Crusade Prototype (September 2009)
Here is the new engine as Crusade. It has Battlefield and Final Destination, and includes four playable characters: Mario, Link, Sonic, and Ryu. Capsules that can't be opened fall from the sky and Final Smashes are in. Character select screen images exist for a roster of eighty characters. There is also a remix of Chemical Plant Zone included in the music. This actually includes an executable file, so it can be played without Game Maker.

SFMK Prototype (December 2009)
Right before the release of the first demo with the new engine (which came out on New Years Day 2010), we talked about the idea of making a Street Fighter VS Mortal Kombat game. I believe Ryu is the only character that exists in the data, and info for Ken exists. Otherwise, there's practically no start to the development of this crossover game.

But that's not all: there are other goodies as well.

Recovered MIDI Files for SSBC
The original MIDI files for some of Crusade's main themes were kept in a folder. This includes the main theme, Battlefield, and Final Destination. These songs were written by "Phantom7" for the original engine. He wrote a new theme for the new engine that was remixed and rearranged by many others. For the brief time that a story mode was planned for Crusade in late 2012/early 2013, I recall talk to bring this music back for the story mode's antagonist.

Various Dev Files and Builds for SSBC
I think these files were taken from the original laptop that Crusade was initially programmed on (an HP that still barely works - Update: This laptop finally bit the dust at the end of 2017, surviving for an entire decade). These appear to be files that were exchanged between developers, dating as early as October 3rd, 2009 all the way to August 9th, 2012. There are a variety of files, including screenshots, sprites, folders showcasing character's collision bubbles/hitboxes, forum graphics, text files noting balance changes, plenty of gmk files that could count as a whole new set of prototypes, and a Word document with an eighty character roster last updated on Christmas Eve of 2010.

Mario Project: Super Mario 65
The earliest date I can find on any of these files is June 30th, 2009 (my birthday). My eldest brother, Alex (Falcon88/Falcon8r), began development of a side-scrolling Mario fan-game that he wrote from scratch. I was planning the game with him. The mouse was used in the control to give it a Super Mario Galaxy feeling and to distinguish it from other Mario fan-games. In addition to a few test levels, there is a Word document that details the name of each level and what all the missions were going to be. There were plans to have Bowser help you in some levels, as the game's main villain was someone named Shade (until it seems that Bowser would betray you in the very last world).

DOWNLOAD SUPER SMASH BROS. CRUSADE AND SUPER MARIO 65 PROTOTYPES HERE

If anyone can open these with Game Maker 7 Pro, I encourage you to share anything neat you find! Maybe export a playable executable for others? :)

IMPORTANT: USING THESE PROTOTYPES

 Out of respect of the developers of these builds, I kindly ask that use of these files is limited to research and presentation only. The release of these prototypes is not the same as a release of a Game Maker project engine for personal use. If you are interested in creating your own Super Smash Bros. fan-game, I encourage your project, but these builds are not foundations for your personal game. These Crusade prototypes and their related files should only be modified in an attempt to fix errors, restore disabled functions, or perhaps to complete data that is partially incomplete. If you are looking to create your own Smash Bros. fan-game with Game Maker, you should use the latest version of the Game Maker software, and you can look back at the source code for these builds as reference. I will gladly respond to any questions or comments you may have. Thank you.
 I've taken a lot of interest in beta and prototype GameCube content. Recently, a lot of interest in Meowth's Party has surfaced, and I got tangled up in it. It's history is strangely complicated, so I'm going to break it down and throw a lot of links out there as sources.

 I was asked to use Dolphin to look closer at a GameCube spin-off title Pokémon Channel. There seemed to be a possibility that the 3D segment of Meowth's guitar concert at the end of the exclusive in-game Anime episode Pichu Bros. in Party Panic was being rendered in real time.

 Before I get any further, let me explain: Meowth's Party is first and foremost a song/music video for the Pokémon anime. Its debut in Japan was Episode 117 of the Anime in October 1999, where the music video played at the end of the episode. The Meowth's Party music video was only shown in North America in August 2000, where the Japanese music video was attached to Episode 106 and an English dub of the song was attached to Episode 107. Meowth's Party was never used in re-releases or re-runs of either episode, meaning that the English dubbed music video of Meowth's Party was only ever shown once.

 Between the North American release of episodes 106 and 107, Nintendo revealed the successor to the Nintendo 64 and showcased the GameCube at Space World 2000. Along with the reveal of the GameCube, Nintendo showcased a few tech demos, such as Mario 128, The Legend of Zelda, and Meowth's Party. These tech demos among others were designed to show off how much the GameCube could handle while also getting players excited about potential new games.

The Meowth's Party tech demo showed no kind of gameplay. Meowth plays a guitar on stage, surrounded by Pokémon that primarily use models from Pokémon Stadium and Pokémon Snap. A select few, including Meowth and Eevee, use updated models. When I was looking at the tech demo footage, I recognized those updated models immediately:

Gale01-1937 by ConnorRentz Gale01-1935 by ConnorRentz

 These are the same models that appear as their trophies in Super Smash Bros. Melee! Judging by the fact that Melee had a 13-month development process and that the game was at a debugging stage at least by the end of October 2001, the game would have started development around the time the GameCube was announced (Melee surely was a concept by then), so there was no reason for the game not to recycle models from a tech demo. This very high-resolution 3D model of Meowth was likely designed for both the Meowth's Party music video and tech demo, as both models perform similar functions. Of course, the GameCube version of the model is not as high quality as the version seen in the music video. This same 3D model was later used in-game in Pokémon Channel, which first released in Japan in July 2003 and North America in December 2003.

Gpae01-3 by ConnorRentz

 Pokémon Channel sheds even more light on Meowth's Party.

 As I mentioned earlier, the exclusive anime episode included with Pokémon Channel called Pichu Bros. in Party Panic has a special ending that plays the Meowth's Party song while showing a 3D version of, well, Meowth's Party. However, there is one very clear difference between this version of Meowth's Party in comparison to the Space World 2000 tech demo and the original 1999 music video: it's gameplay, and I'm going to interpret the gameplay as much as I can.

 Pokémon Channel uses .g4m and .h4m files to playback video and audio respectively, including the anime episode and captured footage of what appears to be a working prototype of Meowth's Party. When the game plays the end of the episode, it chooses between at least eight different Meowth's Party video sequences. Initially, I didn't believe there were more than that, because the root folder contains eight different .h4m files with "party" in the title. Below are the files in the root folder of Pokémon Channel:

Pokemonchannel by ConnorRentz

 There is no known way to play either file type. They can only be viewed by the GameCube game that loads them. You can, however, convert .h4m files to .wav files. Upon doing so, I discovered that all of these .h4m files are audio for the Japanese variations. There are no other .h4m files within the ISO, and I don't see any file names that seem related to Meowth's Party either. Regardless, the game loads one of eight different versions of the Meowth's Party sequence, and it all looks like someone is playing a game.

 There aren't any easy-to-find quality recordings of the Meowth's Party sequences, it seems. Instead, I went into Dolphin and patiently went through all eight variations of Meowth's Party and took screenshots. The song is fun and all, but I don't want to hear it again for a long time. So let's analyze the supposed gameplay and see what it may have been like:

Gpae01-15 by ConnorRentz Gpae01-16 by ConnorRentz Gpae01-228 by ConnorRentz

  Each sequence begins with Meowth rising up to center stage. If any objective was ever programmed into this prototype, it was probably something on the lines of entertaining the audience Pokémon. It looks as though you could perform a variety of actions to trigger different events from the Pokémon in the audience and from the stage.

Gpae01-20 by ConnorRentz Gpae01-23 by ConnorRentz Gpae01-26 by ConnorRentz Gpae01-347 by ConnorRentz

 The player controls Meowth directly. I assume the control stick moves him around. The player can move Meowth just about anywhere - including down to the crowd of Pokémon! His idle stance, for anyone curious, is him moving up and down to the beat, his mouth moving (I assume it's supposed to be him singing) as he strums his guitar. He does this even when the song is over.

Gpae01-8 by ConnorRentz Gpae01-51 by ConnorRentz Gpae01-211 by ConnorRentz

 Meowth can also jump. This can trigger a few events when jumping from the stage, such as taking a moment to jump on Snorlax's belly, or crowd surfing over a line of three Machop(s).

Gpae01-145 by ConnorRentz Gpae01-256 by ConnorRentz Gpae01-59 by ConnorRentz Gpae01-300 by ConnorRentz

 There are a few parts of the stage that Meowth can interact with. Jumping and landing on one of the two red buttons on the apron of the stage shoots sparks across the apron. On the far sides of the stage, Meowth can jump into these warp pipe-esque portals that transport him to the higher level of the concert stage. Meowth can then slide back down to the main area.

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 If Meowth jumps onto this cloud next to Wobbuffet on the stage, he will jump down in front of the door and gesture towards the slots above the door (a pose much like his Melee trophy).

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 Getting a majority on the slots will trigger one of four different events. The Apples release a ton of 2D Apples from the door and Meowth jumps for joy. Getting Electrode will send Electrode out of the door, rolling Meowth over and flattening him (I assume it hurt Meowth's performance score in some way). Pikachu and Swinub both make the catwalk flip over, revealing a new floor for the catwalk and causing Meowth to make a surprised expression. Pikachu's floor creates a shadowy trail following Meowth, and Swinub's floor causes Meowth to slide as if he were on ice.

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 Meowth's main move was probably used by pressing the B button. He puts his paw forward, which fires some sort of 2D halo thing. You're supposed to shoot the halo at Pokémon, but it doesn't look like a very precise projectile, nor does it travel very far. Shooting the halo at a Pokémon causes a short event unique to each Pokémon - Meowth can continue moving around during some of them. I believe all eight sequences combined give a chance for every Pokémon's event to be triggered, but I'm not going to give descriptions of each Pokémon's event. Here are just a few:

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 Magmar shoots lava at Meowth. Smeargle and Aipom both cause the two of them to fall in front of the screen. Aipom grabs Smeargle's tail with its own tail and paints the screen a solid red. It fades afterwards. Krabby (who is too short to see anything happening on the stage) releases some bubbles. Hitmonlee does this weird stretchy arms and legs animation. Sudowoodo juggles.

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 Elekid shocks Meowth. Pinsir tries to kill him or something. Weepingbell sucks Meowth up and fires him into the ceiling. Meowth will then respawn the same way he entered the stage.

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 And here, Xatu takes Meowth to this desert for a quick second.

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 There also seems to be a button that makes Meowth lean back and strum a chord. It doesn't have any noticeable effect.

 There's plenty more that happens. I'm just going to leave a series of screenshots for those who would like to see more:

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 I find this interesting on many levels. This shows that there was once a working prototype of a Meowth's Party game, but what was the purpose? Some folks at Nintendo may have wanted to make Meowth's Party into a retail title for the GameCube. This may have been a simple engine to test more of the GameCube's technical capabilities with a nice Pokémon theme. It is curious that the tech demo was shown the same week the music video was shown on TV. Perhaps the response towards the music video was not what Nintendo was hoping for and it caused them to pull Meowth's Party from development. It seems odd for Nintendo to use gameplay videos of an abandoned prototype to tie into a rushed Pokémon spin-off game. And Pichu Bros. in Party Panic is almost entirely centered around the elements (and Pokémon) seen in Meowth's Party. Maybe a few developers didn't want to see Meowth's Party's process go to waste? Maybe the tech demo was updated specifically for Pokémon Channel? If that were the case, it would have made sense to include it as part of the actual game - perhaps as a minigame. With some polishing, this could have been a fun spin-off title, and including Party Panic would have been justified.

That's all we have on Meowth's Party so far. Maybe more information will come up soon.
I really want this to happen. I think it would be incredibly awesome. I'm in the mood to talk about it, so I'll just post some thoughts that come to mind.

https://vignette1.wikia.nocookie.net/starwars/images/c/cb/Rendar_and_Leebo-N64.png/revision/latest?cb=20100808144457

    If you don't know what Shadows of the Empire  is, it's a project that Lucasfilm developed in 1996. They essentially built up all of the story and character development needed to make a feature film without ever actually doing it. Instead, we got a novel, a comic series, a video game, and an awesome soundtrack by Joey McNeely (who would also be a great composer for any Star Wars anthology film). It takes place between The Empire Strikes Back and Return of the Jedi. This would be a perfect story for Disney and Lucasfilm to adapt into a spin-off film.

    Now, right off the bat, a lot of people would argue that it isn't canon, and it really isn' right nowt. It's feels more canon than a lot that is in the Legends universe, primarily because of its origins and how well the content plays into The Original Trilogy. In fact, George Lucas said he would have made this film in the 80's had the project been around then. The story would probably center around both Boba Fett and Dash Rendar, as they were the leads of the comic series and the video game respectively.

    I think there are great opportunities here, especially with casting. I haven't thought much about the crew yet, but seeing Dash Rendar in a film is something I think most longtime Star Wars fans want. I did made two quick mock-ups of who could actually play Dash Rendar. My top two choices, neither having priority over the other, are Chris Pine and David Harbour. Each would bring totally different performances, but both of them would capture the spirit of Rendar so well. There are surely other actors that could do this, like Joel Edgerton and Bradely Cooper, but I feel like Pine and Harbour would stand out more. I took the only live-action photo of Dash Rendar, a low-res picture that came from a trading card or something, and tried to reach a mid-point with the color from the original picture of Dash and the actor (sorry to whoever posed as Dash Rendar for that photo).

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Mock-ups, from left to right: Chris Pine, David Harbour, and the original photo.

        Also, sometimes, Dash Rendar's artwork looks a lot like Chris Pine. This (like the first image in the post) is from the Nintendo 64 game:

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    Boba Fett would need to be played by Temura Morrison. I don't think there would be any debate with that, seeing as he played Jango Fett and is the voice of Boba Fett in the current version of The Original Trilogy. I would imagine that if they included Boba Fett in any movie set during or after A New Hope, Temura Morrison would play the part. I think seeing Xizor on-screen would also be exciting. That would be an incredibly tough part to play, but my top choices for the role are Jason Isaacs and Idris Elba. Both are very good at the big calculating villain role. I know that Chris Pine and Idris Elba were the protagonist and antagonist in Star Trek Beyond, but they would still work well together here.

    Since Shadows of the Empire starts somewhat during The Empire Strikes Back, a lot of the original characters would appear, although in a movie, probably only briefly. Rogue One demonstrated technology that would make bringing back characters like Luke and Lando possible. It would also be yet another chance to bring Darth Vader back, although more brief than Rogue One.

I think Disney and Lucasfilm are doing great with Star Wars, but Shadows of the Empire as a film would be a whole new level. I feel like this film is likely as much as it is unlikely. Who else wants to see this movie and what would you want from it? I'm very curious.