- Chrono (Chrono Trigger) or Neku (The World Ends with You)
- Edelgard (Fire Emblem: Three Houses)
- Sylux (Metroid Prime Hunters)
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: 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 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: 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: 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: 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.
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: 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: 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: 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: 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.
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: 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: 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: 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: 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.
- Bandana Dee
- Mach Rider
Part 1: There's no choice but to go on...
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:
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.
Part 2: The Orre You Weren't Supposed to See
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.
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.
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.
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.
Just you and a Team Snagem grunt. The true final boss.
Part 3: Test Areas and Menus
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.
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?
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.
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.
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...
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.
However, in the game's data, the player can load the original Colosseum Realgam Tower exterior in XD!
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...
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.
The Cipher Lab in XD has five unused areas, all of which are leftovers from Colosseum and can't be accessed without cheats.
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.
Going downstairs from there will bring you here. This looks familiar! And finally, you can go to... The Under Subway!
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.
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)
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.
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!
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.
Gonzap's original office can be seen above. In all of these unused areas from Snagem Hideout, you can walk through anything.
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.
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.
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.
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.
Bonus: Vaporeon and Jolteon - The Original Starters
Action Replay Code for Room Replacement
Room Replacer [Ralf]04003900 2804xxxx
xxxx/yyyy = Room IDs
Replaces room xxxx with room yyyy.
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
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)
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)
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
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)
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)
0059 - D7_out (start inside stadium)
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)
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)
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)
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)
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)
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)
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)
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)
00AE - T1_ancient_colo (no Control)
00B1 - B1_3 (no control)
00B2 - B1_4 (crashes)
00B3 - B1_5 (crashes)
00B4 - B1_6 (gray square, no control)
BETA PHENAC CITY POKEMON CENTER
00B5 - M1_pc_1F (no interactions)
00B6 - opening_event (will continue to story mode)
00B7 - ending_event (pre-rendered)
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)
01F4 - S1_out_bf
01F5 - S2_building_1F_2_bf
01F6 - M1_out_bf
01F7 - M1_gym_1F_bf
01F8 - M1_houseA_1F_bf
01F9 - M2_out_bf
01FA - M2_cave_3F_1_bf
01FB - M2_building_1F_bf
01FC - M3_out_bf
01FD - M3_shrine_1F_bf
01FE - M3_cave_1F_1_bf
0202 - D1_out_bf
0203 - D1_labo_B1_bf
0204 - D2_out_bf
0205 - D2_valley_1_bf
0206 - D2_cloud_1_bf
0207 - D2_pc_1F_bf
0208 - D2_magma_1_bf
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
0210 - D2_crater_colo_bf
0211 - D1_garage_B1_bf
0212 - D3_ship_deck_bf
CIPHER KEY LAIR
0213 - D5_factory_1F_bf
0214 - D5_factory_top_bf
0215 - D5_out_bf
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
021E - M6_out_bf
021F - M6_tower_top_bf
0220 - S3_out_bf
0221 - esaba_A_bf
0222 - esaba_B_bf
0223 - esaba_C_bf
0224 - D4_bingo_bf
0225 - D7_out_bf
CIPHER KEY LAIR
0226 - D5_factory_hat_bf
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)
M2_cave_1F_1 (no exits)
M2_cave_1F_2 (door animations loop, can't enter camera side of doors)
M2_enter_1F_2 (Colosseum Restore and PC, Restore acts as PC, door animations loop, PC doesn't work)
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)
- 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.
- 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
battle! Let the melee begin!
battle! Let the melee begin!
battle! Let the melee begin!
battle! Let the melee begin!
battle! Let the melee begin!
Special/Promotional Releases of Super Smash Bros. Melee
Internal Name: Interactive Multi Game Demo Disc November 2001 for Japan
Super Smash Bros. Melee Extracted ISOs
battle! Let the melee begin!
battle! Let the melee begin!
battle! Let the melee begin!
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Creatures Inc./GAME FREAK inc./APE inc.
Super Smash Bros. Melee ISOs Needing More Documentation
A Few Screenshots
The Dairantou Smash Brothers DX Break the Targets Video JP ISO boots in the GameCube BIOS fine, despite having no banner name or description.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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 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 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.
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...
There are other characters in Roster Builder 5 with renders or edits made for Roster Builder! Hope you enjoy these.
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!
Anyway, here it is. Super Smash Bros. Crusade's December 2010 Roster:
2. Donkey Kong
4. Samus Aran
7. Fox McCloud
10. Captain Falcon
14. Princess Peach
15. Zelda / Sheik
21. Meta Knight
22. Diddy Kong
23. Pokemon Trainer (Charizard, Ivysaur, Squirtle)
26. Pikmin / Olimar
27. King Dedede
29. Solid Snake
30. Sonic the Hedgehog
31. Falco Lombardi
33. Young Link
34. Mr. Game & Watch
35. Wolf O’Donnell
43. Little Mac
44. Saki Amamiya
46. Mach Rider
51. Knuckles the Echidna
52. Mega Man
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
62. Paper Mario
67. Earthworm Jim
68. Shadow the Hedgehog
70. Dr. Robotnik
71. Proto Man
73. Simon Belmont
74. Black Mage
75. Viewtiful Joe
76. Sub – Zero
77. Lloyd Irving
79. Aero the Acrobat
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!
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.
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!
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!
VISIT THE ROSTER BUILDER SITE
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 PROTOTYPESOut 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 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:
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.
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:
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:
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.
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.
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).
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.
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).
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.
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:
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.
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.
And here, Xatu takes Meowth to this desert for a quick second.
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:
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.
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).
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.