List of Super Smash Bros. Brawl pre-release and unused content

This is a list of pre-release and unused content elements for the game Super Smash Bros. Brawl.

Early ideas
According to Masahiro Sakurai, Animal Crossing ' s Villager was originally planned to be a playable character, but was removed from the roster because "he wasn't suited for battle." It was also stated at E3 2014 that Miis were also considered to be playable characters, though the idea was dismissed upon feeling that it would be wrong to have Mii characters fighting. Sakurai also once said that during development Shigeru Miyamoto suggested having Pac-Man as a playable guest character, though Sakurai thought that having Pac-Man appearing in his 2D form in the game seemed "far-fetched." All of them would later be confirmed as playable characters in the games making up the next entry in the series, Super Smash Bros. for Nintendo 3DS / Wii U. Dixie Kong was also meant to be playable, but was scrapped. However, one of Diddy Kong's alternate outfits resembles Dixie's clothes.

Early in development, a damage system would have been implemented that would cause characters to shown signs of visible damage and strain during prolonged battles. Among those found included Meta Knight's mask that would develop large cracks, or Captain Falcon's helmet whose visor would crack to reveal a part of his face.

E3 2006
In the E3 2006 trailer for Super Smash Bros. Brawl, Kirby uses his side special (Hammer Cartwheel) move from Super Smash Bros. Melee, while in Super Smash Bros. Brawl, he uses his Hammer Spin. His move may have been tweaked after the trailer was released.

There are a few other things in the E3 2006 trailer that are different from the final version, such as Mario grabbing the Smash Ball rather then attacking it. This may have been an early idea that Nintendo scrapped, thinking of it as "too easy". Also, Samus's Final Smash was executed faster, and when Samus turns into Zero Suit Samus in the trailer she makes her paralyzer turn into some sort of plasma sword, which looks a lot like the Plasma whip or Plasma wire. This might have been another early idea, in this case being how Zero Suit Samus attacks. Mario's voice clips were also reused from previous Super Smash Bros. games, and in turn from Super Mario 64, while they were replaced in the final game. This makes pre-release Brawl the last game to feature Mario's voice clips from Super Mario 64.

"Sonic Joins the Brawl!" dojo update
Another video called "Sonic Joins The Brawl" depicts Mario and Sonic fighting in Battlefield, but in the trailer, Sonic does a move which was charged up and held like Spin Dash, although in the final version said move doesn't do a short hop, but rather rolls along the ground like Spin Charge. This may have been an early version of how Spin Dash worked. In this same video Sonic was seen fighting in Delfino Plaza beside the Lighthouse, which is not available in the final version.

Unsorted
Some of the game world icons were initially the same as in the previous two games, but they were revised as time went on (Mario's Mushroom icon was refined and given spots, the Poké Ball icon has the top half colored in to properly represent how it is usually red, etc.).

Also, the description for the My Music options originally said, "Adjust how often a song will appear on this stage." It has since been revised in a general tone to say, "Adjust how often songs appear on stages."

Wario Bike, Drill Rush, Trophy Base, Summit, Halberd, Rainbow Cruise, and "The Flowers That Bloom in the Echoes" were originally called Wario Chopper, Triple Dash, Trophy Stand, The Summit, Battle Ship Halberd, Rainbow Ride, and, "Flowers Bloom on the notes" respectively. It's unknown why they changed these names, however, they likely changed Rainbow Ride because it was a Melee stage, in which it was misnamed Rainbow Cruise (although it remains Rainbow Ride in the PAL regions because it was called Rainbow Ride on the PAL version of Melee).

Also, there were scenes taking place before the events of the Subspace Emissary where the Subspace Army takes over the Halberd and King Dedede unintentionally stalls Meta Knight from preventing it from happening. Masahiro Sakurai confirmed that he decided to cut this out and an update was made to confirm this together with how various events and characters in the Subspace Emissary comes together.

Unused data
Unused files for Dixie Kong, Toon Zelda, Toon Sheik (or possibly Tetra), and "Pra_Mai" (speculated to be Plusle & Minun of Pokémon fame) were found as scrapped newcomers. There were also files for Dr. Mario, Mewtwo, and Roy, possibly meaning that they were planned to be brought back at one time, or that their data was imported for some reason.

Kirby series enemies, Blade Knight, Bonkers, and Mech Cannon were also found in the game's coding, possibly remains of a previous Kirby game. A scrapped Assist Trophy for Ridley was also found, as well as Gardevoir. Ridley was most likely scrapped in favor of a boss version of him, and Gardevoir as a Poké Ball Pokémon. Also, Donkey Kong and Diddy Kong had early trophies before they had the ones that appear in the final game. On another note, 38 extra Assist Trophies were meant to appear in the game.

Files for Dry Bones (ef_karon.pac), Bronto Burt (ef_brontoburt.pac), and Buzzy Beetle (ef_met.pac) were found alongside many unused sound files, which also include more narrator dialogues, such as presentations for Wario-Man, Giga Bowser, and Mewtwo.

There is data for icons for Zero Suit Samus, Sheik (solo), and the Fighting Alloys, implying they were to be playable characters, and in the case of Sheik and Zero Suit Samus, separate solo characters. The data also contains two Mario icons.

In the data, there are models for a early version of Mario, but with more simple textures, such as the lack of details in his clothes.

Miscellaneous
Many songs were removed from the final game:
 * Because I Love You - EarthBound/Mother 2
 * Eight Melodies - Mother
 * MGS2 Main Theme - Metal Gear Solid 2: Sons of Liberty
 * Beware the Forest’s Mushrooms - Super Mario RPG: Legend of the Seven Stars
 * Hippie Battle Theme - Mother (Note that an arrangement of this song appears in the Smashville stage, sung by K.K. Slider under the name "Rockin' K.K.")
 * You Can Do Anything - Sonic CD (JP)
 * The Loner, Falco Lombardi - Star Fox Command
 * Ballad of the Windfish - The Legend of Zelda: Link’s Awakening
 * Yoshi’s Cookie Type A - Yoshi’s Cookie
 * An unknown track from either Mario and Luigi: Superstar Saga or Mario and Luigi: Partners in Time
 * The Chosen Ones - Fire Emblem
 * Smiles and Tears - EarthBound/Mother 2
 * Radio Exercises - Animal Crossing
 * NES Sports Medley
 * Stunt Race FX - Stunt Race FX

Additionally, the music "Castle/Boss Fortress (Super Mario World/SMB3)" (which was originally called "Castle Music/Fortress Boss") was originally going to be played on Delfino Plaza, but was later moved to Luigi's Mansion.

The sound clip for the announcer has a countdown to the end of the match, starting at ten seconds. This was reduced to five in the final game.

Green Hill Zone was first called Emerald Zone.

The Triforce Slash was shown to have a different animation. Also, Link was meant to have longer hair. Fox McCloud had a different animation, which was him holding a gun, instead of his drinking-tea-like movement in the final release. Solid Snake was meant to be more muscular and was to have a gray suit rather than blue. The original Snake was less modernized and his down smash was going to be a more realistic bomb.