Super Smash Bros. Brawl

Super Smash Bros. Brawl is a fighting game for the Wii, and the third game in the Super Smash Bros. series. It was designed by Masahiro Sakurai, who also made the preceeding Super Smash Bros. games, and developed by a team especially created for it. The game uses a game engine called Havok that mainly focuses on the game physics. This engine was provided by an Irish company of the same name.

After a planned release date of December 3, 2007 in North America, all regions had their release dates pushed back. It was then slated for release on February 10, 2008 in North America, and January 24, 2008 for Japan. However on January 15, 2008, it was then delayed to January 24, 2008 for Japan and March 9, 2008 for North America. It was released in Australia on June 26, 2008 and in Europe on June 27, 2008.

Following the release of the game in Japan, a bug was discovered in the game which displays an error message every time it starts, though players are able to close it and play the game as normal. There has been a replacement program. The game requires 128 blocks of Wii internal memory to save game data and it cannot be copied. However even though players are not able to transfer their data onto another Wii, players can still send replays, snapshots, and custom stages onto other Wii systems.

Gameplay
A new battle mechanic is the Final Smash that was originally supposed to be featured in the first game of the series, but scrapped for technical reasons, which can be used only by collecting a Smash Ball. Players are now able to walk and jump while using projectile-shooting items, like the Super Scope, where in Melee wasn't possible.

As a new feature in the game, certain characters can crawl. Such characters are Bowser, Diddy Kong, Ivysaur, Lucario, Luigi, Pikachu, Sheik, Solid Snake, Squirtle, Wario, Yoshi, and Zero Suit Samus.

A new technique called the Footstool Jump is introduced. It allows players to jump on an another player's head up to five times and spring up by pressing the jump button at the right time. Players are be able to perform Meteor Smashes by doing this as well. The Tether Recovery is a returning tactic in the game. It allows players to grab onto ledges using chain-like items, such as a Plasma Whip or a Link's Hookshot. Gliding is also a technique in this game, available only to winged characters. When gliding is used, players are able to glide across the stage and be able to control the way they fly. They can direct themselves upwards or downwards, depending on the direction the or the  is pointed in.

Another feature not present in the past two games is slipping. Any character can slip. The feature has no upside for the players that slip other than the invincibility frames that are granted to the players when they get up. Players can slip when trying to run suddenly, go down slopes, turn around or walking on a Banana Peel.

The game also features three different Taunts for each character, while the past games only feature one taunt. Snake is the only character that has all identical taunts.

The game can be controlled with one of the four controlling methods:

There are a few differences between the controller methods. The Wii Remote and the Nunchuk Attachment has a special feature, the Shake Smash, allowing the players to execute Smash Attacks in the direction they shake the controller to. The Classic Controller, Wii Remote + Nunchuk Attachment, and the GameCube controller also have a function which disables the jump by tapping the control stick upwards.

The execution of standard combos has been made simpler; for many characters, the attack button no longer has to be hit repeatedly, but it is enough to hold it down for the character to start a combo attack. The effects, however, usually differ.

Players are able to set their own button configuration rather than have to play with the default configuration. The configuration can be saved on the Wii Remote's internal memory, allowing to take it to a friend's and play with one's own button configuration there. The Players are able to insert names with up to five letters, as in Super Smash Bros. Melee. In the previous game, names are only a gimmick. In this game, they now also save the players' controlling options to avoid having to select the control method each time.

Playable Characters
With thirty-five playable characters (thirty-nine, if Sheik, Zero Suit Samus, and the Pokémon Trainer's three Pokémon without including Pokémon Trainer are counted), Super Smash Bros. Brawl has ten more characters than the previous installment. Twenty-one characters are available directly from the start, while the other fourteen need to be unlocked to become playable. Only five of the characters from the previous game aren't playable in this game, which are Pichu, Dr. Mario, Mewtwo, Young Link, and Roy. Additionally, Super Smash Bros. Brawl is the first game in the series to feature third-party characters as playable characters; Sonic and Solid Snake. The Special Moves and Final Smash for each character are listed on the right-side column.

Unlockable Characters
In addition to the characters listed above, the following characters can be unlocked when certain requirements are met.

Additionally, as new characters are unlocked, they are added to the group of fighters at the beginning intro of the game.

Stages
There are forty-one total stages in Super Smash Bros. Brawl. Ten of those stages are returning stages from Super Smash Bros. Melee.

Unlockable Stages
In addition to the above stages, there are several stages that must be unlocked to play on.

Items
Items randomly appear on any stage in the game, and in standard Brawl mode, the player can choose to ban certain items from appearing or increase/decrease the frequency of items appearing. In Classic and All Star mode, these options cannot be modified. Certain items from particular game series appear more frequently than they would on other stages, such as Banana Peels on Donkey Kong stages, Poké Balls on Pokémon stages, etc.

Subspace Emissary
The Subspace Emissary is a game mode available in Super Smash Bros. Brawl. It serves as the equivalent to Adventure Mode of Super Smash Bros. Melee, but with a much more complex plot and more gameplay time. Subspace Emissary is set in the World of Trophies. There are five difficulties to choose from; Easy, Medium, Hard, Very Hard, and Intense. The player has a choice to save game process after completing each level.

The Subspace Emissary makes use of a team system. Two players can play in the Subspace Emissary at one time, with the first player being the protagonist, and the second player being an optional supporting character. Due to the camera following the main character, if the second character cannot follow the scroll and becomes off-screen, he or she is automatically warped back to the main hero. Also, by pressing the Start or Plus Button, Player 2 can always warp to wherever Player 1 is. This, however, does not work during boss battles in the Emissary. The main screen shows where to go next, and the character selection screen allows the player to choose his or her team. If Player 1 is defeated, and Player 2 is not, the game will still be over. In single player, teams are still available. However, the second character is akin to an extra life, and if the main character is defeated, the player takes control of the second character, until it, too, is defeated.

The player is able to use Sticker power-ups for the mode. The stickers are arranging on the character's Trophy Stand and give bonuses on Launch Power, Launch Resistance, and powers and resistances to several attacks like Arm, Weapon, Slash, Electric and Flame. The effects vary from sticker to sticker. When the player loses all of their lives, they can be asked to continue but stickers and enemy turned trophies will be cut in half, if they decide to quit, they will get a Game Over and lose half of their stickers but they may keep the trophies.

All unlockable characters can be unlocked by playing Subspace Emissary mode, but three of them can only be unlocked after the mode has been completed, and which then they must be beaten.

Plot
The "Subspace Emissary" is the adventure and story mode of Super Smash Bros. Brawl. The main antagonists are the Subspace Army, which is led by the Ancient Minister. At the beginning of the story, Zelda and Peach watch trophies of Mario and Kirby fall into the Midair Stadium and transform into their living counterparts. They proceed to do battle, while Pit watches from Skyworld, cheering them both on. After his defeat, Mario or Kirby is transformed into a Trophy, which the other revives into his living counterpart. However, Meta Knight's ship, the Battleship Halberd, flies over the main stadium. It releases purple spores into the arena, called Shadow Bugs, which then form a group of strange robotic-looking creatures, called the Primid. Zelda and Peach run to assist Mario and Kirby, and all four of them battle against the Primids. The Ancient Minister then arrives on his floating platform, and drops down a Subspace Bomb, which is soon activated by two R.O.B.s. The bomb then shows a detonation timer, indicating that it will explode in three minutes.

Mario hurries to deactivate it, but is blasted out of the stadium by a giant cannonball. Kirby ponders about who shot Mario out of the stadium, then realizes that Peach and Zelda have been entrapped by cages held by Petey Piranha. Petey Piranha proceeds to attack Kirby by swinging the cages at him. Kirby dodges and attacks the cages, thus weakening and eventually destroying one of them. Defeated, Petey Piranha explodes and burns to the ground, flinging the princess Kirby did not free to the other side of the arena. Suddenly, coming out of nowhere, Wario drops in wielding a dark cannon. He notices Kirby and the rescued princess, but then turns his attention to the unrescued princess.

He points his cannon at her, and fires it. A black arrow is fired from the cannon's nozzle and strikes the unrescued princess, who is then transformed into a trophy and carried away by Wario. Kirby and the rescued princess begin to pursue him, but Kirby notices that the Subspace Bomb's timer is almost out. The bomb explodes, taking the stadium into Subspace, fortunately Kirby and the rescued princess escape on a Warp Star.

Meanwhile, in Skyworld, Pit gazes at the disappearing stadium and the devastating effects of the Subspace Bomb. He is then called forth by the goddess Palutena, who gives him the Bow of Palutena and the Angel Ring. She sends Pit on a mission to save the world from the Subspace Army, and assist the others who are trying to save it. Pit then hurries off to the edge of Skyworld, and flies down to the world below to assist in saving it from the Subspace Army. The Halberd appears over the area where Pit landed, releasing Primids. Pit then splits his bow into dual swords and defeats various Subspace enemies, eventually reaches a platform. Looking across the sea of clouds, he sees Mario's trophy. Hopping over to a platform concealed by the clouds, he revives Mario. Once Mario recalls the events in the arena the two come to an understanding that they are working towards the same goal, and head off.

Elsewhere, in an island jungle, a Hammer Bro. and a Goomba pile Donkey Kong's Banana Hoard onto a Cargo, which they proceed to carrier off. Upon battling several of the Koopa Troop's minions (even smashing a Koopa Troopa into the ground, similar to Donkey Kong Jungle Beat), Donkey Kong readies to follow the Hammer Bro. and the Goomba and get his treasured Banana Hoard back. The Goomba jumps down from the pile onto two cannons, which fire three Bullet Bills towards DK. Out from the foliage behind, Diddy Kong appears and with his Peanut Popguns in hand, intercepts them all. Both Donkey Kong and Diddy Kong set off after the Banana Hoard thieves. Upon finding it, they are attacked by Bowser, who wields the same device held by Wario. Bowser aims the dark cannon at Diddy, but Donkey Kong punches Diddy into the sky and out of the way of the oncoming black arrow, which turns the big ape himself into a trophy.

Meanwhile, Kirby and the rescued princess are being chased by the Halberd which then knocks them off their warp star, forcing them to land on the ship. They spot an Arwing coming from the distance. It swiftly dodges the beams fired by the Halberd, but is hit by a claw-like device that is projected from the ship. The Arwing is knocked out of the sky, blowing Kirby and the rescued princess off the Halberd before proceeding to crash on Donkey Kong Island.

Meanwhile, Diddy Kong is swinging through the jungle looking for Donkey Kong. When he reaches a large pond, he notices the damaged Arwing near the lake. As he heads towards it, Rayquaza emerges from the lake and sets the Arwing aflame with a Dragon Pulse attack. As Diddy stares in fear and awe, Rayquaza quickly snatches him up and flies back into the lake. Fox McCloud ejects himself from the destroyed Arwing, and uses his Fox Illusion to swift pass the dragon's hand, forcing it to release Diddy. As Rayquaza uses another Dragon Pulse, Fox uses his Reflector, which deflects the attack back at Rayquaza, causing it to retreat back into the lake, though it recuperates and a battle ensues. Following Rayquaza's defeat, Diddy begins explaining his dilemma to Fox. Fox simply ignores Diddy and walks away. Diddy tries explaining again, and Fox, again, walks away. Diddy becomes angry and physically drags Fox along with him to help find Donkey Kong. Deeper in the jungle, they battle against Bowser; but his defeated trophy disolves into shadow bugs. It turns out that the Bowser they fought was a fake, set up as a trap by the real Bowser, who attempts to turn Diddy and Fox into trophies with his dark cannon. Diddy, desiring to avenge Donkey, steps up to fight Bowser, but Fox quickly grabs him and carries him away into the jungle, as Bowser laughs. Meanwhile on the Plain, Mario and Pit chase the Ancient Minister and attempt to attack him but misses twice. Pit wonders where the Ancient Minister is going.

Meanwhile, Lucas is walking through The Ruined Zoo. On the verge of tears, while all alone, he is attacked by Primids, and the Pig King Statue, a living statue of Porky, appears. Lucas is pursued throughout the zoo by the giant statue, whose intent is to kill Lucas. Lucas soon gets his foot snagged on an unearthed root, and desperately tries to free himself as the statue approaches. Realizing he cannot escape, he covers his eyes, being certain of impending doom. Suddenly Ness appears and blasts the statue with his PK Thunder and destroys it with his PK Flash. Unfortunately, Porky himself appears out of the statue in his spider mech and attacks the boys. Both Ness and Lucas work together and defeat him. Afterwards, Wario appears on a large hill and repeatedly tries to attack Ness with his dark cannon. He fails to hit Ness, who dodges every shot, then he turns and aim for the unaware Lucas. Ness pushes Lucas out of the way of the beam, thus getting himself transformed into a statue which Wario then seizes. Lucas flees aghast as Wario cackles in the rain. Fortunately, the rain stops a bit after, and he bumps into the Pokémon Trainer, and the duo are attacked by more Primids. The Pokémon Trainer lets out his Pokémon, Squirtle, to join Lucas and they destroy the squad of Primids. The Trainer begins to leaves afterwards, and after a moment of reflection over his recent misfortunes, Lucas shadows close behind.

The carnage of a recent battle are shown. Under the Ancient Minister's supervision, two R.O.B.s open a subspace bomb, depleting the area. Marth looks at the explosion a distance away, before setting his sights to a mob of Primids approaching the castle he is standing upon. Marth proceeds to battle the Primids, eliminating them all. After he gets close to the Subspace Explosion he glances to the sky and sees Meta Knight zooming at him. Meta Knight attacks, and they start battling, thinking they are enemies. Their skirmish is interrupted by more Primids. After Marth and Meta Knight both begin killing the Primids, they realize they're fighting a common enemy. They decide to team up to fight the subspace army. After defeating the Primids, they catch up to the Ancient Minister, who is carrying a Subspace Bomb, and attempt to intervene. The Ancient Minister dodges Marth's Dolphin Slash, and shoots Meta Knight's wings, setting them on fire, forcing him to transform them back into his cape. Out of nowhere, Ike comes and destroys the bomb with his Great Aether. The Ancient Minister retreats and the trio of swordsmen move on to catch him, only halting when they reach the side of a cliff and can move no further.

In another area, two Waddle Dees approach Luigi, who is frightened by them. To Luigi's surprise, King Dedede suddenly appears and attacks him with his Jet Hammer. He launches Luigi into the sky, turning him into a trophy. King Dedede retreats, leaving Luigi's trophy as bait for Wario, who is approaching in his trophy carrier containing Ness and the unrescued princess. Wario notices the Luigi trophy and goes to get it, although gets swarmed by Waddle Dees in the process as King Dedede steals the carrier, taking all three trophies with him. Wario looks up, dazed and confused, and angrily yells at the disappearing carrier.

Deep in a forest, Link is seen traveling, intent on finding something with his fairy, Navi, by his side. He walks up to a stone containing the Master Sword. With the Triforce symbol appearing on his left hand, Link pulls the sword out. As he leaves, he passes by a sleeping Yoshi on a stump and the Halberd flying overhead. Link stops and looks up at the Shadow Bugs before getting his sword ready for battle while a confused and newly awaken Yoshi joins him. After passing through the forest, they proceed to follow the departing Halberd. Meanwhile on the Halberd, a man is making plans inside a box.

Meanwhile, on a floating island base, Zero Suit Samus is breaking in. As she emerges from the vent she was in, a glimpse of Solid Snake's hiding box is shown, which later on starts another story. Samus loads her gun and travels through the base, ending up in a room where Pikachu is trapped inside a tube. The machine sucks out Pikachu's electricity, painfully shocking the Pokémon in the process. Zero Suit Samus, seeing Pikachu in pain, destroys the tube with her Plasma Whip. Unfortunately, this sets off an alarm, and they have to fight their way through a hoard of attacking R.O.B.s. Zero Suit Samus and Pikachu then enter a surveillance room with lots of monitors showing various places in the research facility. On one of the many monitors Zero Suit Samus sees what she was looking for: her Power Suit.

At the same time, Kirby and the rescued princess are seen on a long field. Suddenly King Dedede drives by and Kirby runs after him, leaving the princess alone. Bowser then sneaks up from behind the princess and turns her into a trophy, which is subsequently cloned by a mass of Shadow Bugs, turning her into False Peach/Zelda. Mario/Link and Pit/Yoshi run by her without noticing. The Peach/Zelda clone attempts to turn them into trophies, but the gun is cut in half by Pit/Link. Mario/Link and Pit/Yoshi proceed to battle against the clone. They defeat the cloned princess, with the clone transforming into a trophy, then desolving into Shadow Bugs. Mario/Link are running, when he stop to see the clone princess trophy desolving. Thinking this was the real princess, Mario/Link rushes to Link/Mario and attempts to attack. Mario/Link manages to dodge the attack, and Pit and Yoshi join in to battle each other. The losing team are turned into trophies. Afterwards, Mario/Link spots the unrescued princess in the carrier. King Dedede proceeds to capture the losing team trophies by grabbing them with an arm from the carrier as he's speeding away. Fortunately, Kirby cuts the arm with his Final Cutter, and turns Mario/Link and Pit/Yoshi back to normal. King Dedede makes a U-turn and heads for the heroes. After being revived, Link/Pit hit King Dedede's carrier, slowing it down as Mario, Link, Kirby, Yoshi, and Pit pursue him.

In a control room, Ganondorf gives orders to Bowser to track down King Dedede, and gives him his location. Lucas and Pokémon Trainer are by a tall anticline, and see Charizard flying into a cave. They follow Charizard through the ruins of a temple, where Wario appears. Lucas remembers what he did to Ness, and he and Pokémon Trainer battle and defeat Wario, turning him into a trophy. Lucas looks around and wonders where Ness' trophy is. He and Pokémon Trainer hear a growl within the mountain and continue the search for Charizard.

Meanwhile, King Dedede is in his castle, looking at his trophies of the princess, Luigi, and Ness. He puts a timed badge, bearing an image of his face on it, on all of them, until Bowser attacks the castle with his minions and takes the princess's trophy. Link, Mario, Yoshi, Pit, and Kirby enter King Dedede's castle and notice a hole in the wall, which they enter. They chase Bowser all the way out of the castle and to a cliff. Mario attempts to attack Bowser, but he uses Peach/Zelda as a shield and Mario is forced to stand down. Pit shoots an arrow at Bowser which he dodges, falling off of the cliff while Peach/Zelda loses her badge. Bowser ends up in his Koopa Clown Car, and flies away with her to the Halberd. Kirby looks at the fallen badge, confused. Meanwhile, the Ancient Minister plants a bomb at King Dedede's castle, which explodes and sends it to Subspace. Ganondorf is watching on a monitor, and Master Hand appears on it, seeming to order Ganondorf to do something. Ganondorf complies, and bows down.

Meanwhile, Pokémon Trainer, Lucas, and Squirtle fight through a cave. They find a trophy of Ivysaur, which Pokémon Trainer retrieves into a Pokéball. They continue to fight through the cave, until they find Charizard. They fight Charizard, and Pokémon Trainer captures Charizard with his Pokéball. The two eventually end up in a tower.

Meanwhile, the trio of swordsmen find a seemingly inactive tank, which then activates and reveals a huge mech called Galleom. They fight and, after the robot is defeated, it jumps off a cliff and falls through the stone ground below, as Ike, Marth and Meta Knight are only able to look on. As it turns out, Lucas and the Pokémon Trainer had wound up in the chamber in which Galleom lands, damaged. They prepare to fight, but Galleom snatches them with only its right hand (rendering the Trainer unconscious in the process), and reveals itself to be a huge, walking Subspace Bomb, much to Lucas' horror. Galleom then flies up and when it is ready to detonate, Lucas uses his PK Thunder to sever its hand, making them fall as Galleom detonates up above. When Lucas thinks he will get his last breath, holding the Pokémon Trainer closely, Meta Knight swoops in and saves them in the nick of time, as Subspace sucks in everything, including Wario's trophy. The Ancient Minister watches the explosion, and starts thinking about the Bombs, and the R.O.B's that have sacrificed themselves to detonate it. He turns to go, but is stopped by Mario and company. They proceed to chase him as he fires lasers at them. While they are fighting, two R.O.B.s activate a Subspace bomb. Pit and Mario start attacking the R.O.B.s but are grabbed by two other R.O.B.s and taken away. The Ancient Minister watches sadly as the R.O.B.s wave at him as he leaves. The bomb explodes, however Mario hops on Yoshi and everyone else hops on Kirby's Warp Star and they all leave the area. It is revealed at this point that the impact of the explosion overwhelms the bystanding R.O.B.s and destroys them.

Fox fights through the jungle island with Diddy Kong, eventually seeing Bowser who shoots Diddy and attempts to do the same to Fox. Fortunately, Falco arrives and shoots Bowser with his Arwing. He successfully destroys Bowser's trophy gun, but the Shadow Bugs transform Diddy Kong's trophy into a giant evil false Diddy while Bowser flies away in his Koopa Clown Car. After defeating giant Diddy, Falco leaves. However, Diddy Kong stops him and tries to tell them that Donkey Kong is kidnapped. Falco turns around before Diddy Kong can explain and starts to leave. Diddy Kong gets mad, grabs Falco and drags him along with Fox following behind. The three continue through the jungle and see a ship with Donkey Kong's trophy chained up. It flys over a waterfall and appraches the floating island, but Falco calls the Great Fox and the three hop in to pursue the ship.

Meanwhile, Pikachu and Zero Suit Samus go through a warehouse-like place to find her Power Suit. Two Samus clones are there to battle them. After they defeat them, an alarm goes off and R.O.B.s come from everywhere. Samus puts on her Power Suit and shoots them all. They soon enter a large spacious chamber where Ridley appears, grabs Samus and begins scraping her against a wall. Pikachu electrocutes Ridley, forcing him to let go of Samus who falls on the ground weakened, but able to fight and help Pikachu defeat the monster. They end up outside and see two R.O.B.s carrying a Subspace Bomb.

Elsewhere, a group of Pikmin start to attack a giant R.O.B. which simply rises its arms and spins around knocking them all off and kills most of them. Captain Olimar is shocked and scared, however his Red Pikmin informs him of a new visitor. The Blue Falcon speeds through the forest. Captain Falcon jumps out of the car, and Falcon Punches the robot, sending it flying away. Landing after his attack, captain Falcon accidentally kills many of the Pikmin, but teams up with Olimar, regardless; and the pair run along some old ruins fighting the Subspace Army. They notice an Arwing attacking the ship carrying Donkey Kong: Falco drops Diddy out of his Arwing, and with his Peanut Popguns, the monkey shoots the ship holding Donkey Kong. Captain Falcon and Captain Olimar run to assist. Diddy brings Donkey Kong back to life and they are attacked by Primids. The ship enters a cave area as Falco flies away.

Meanwhile, the Halberd is engaged in a laser duel with the Great Fox, while Marth, Meta Knight, Lucas, Pokémon Trainer, and Ike are watching. Meta Knight flies up the mountain and sees the Ice Climbers on their way to the ships already. Meta Knight flies ahead of them and the Ice Climbers follow. The two become a team and the Ice Climbers and Meta Knight climb the mountain together. After their team reaches the top of the mountain, they see Lucario. He jumps down and challenges Meta Knight to a fight. After the fight, the loser is turned into a trophy. The winner then turns the loser back to his normal state. Lucario and Meta Knight look at each other, but shake hands instead of fighting. Suddenly the Halberd pushes the Great Fox (which it had captured) into the peak of the mountain, causing an avalanche. The Ice Climbers fall down the mountain while Lucario and Meta Knight avoid the avalanche and climb aboard the Halberd. Shadow Bugs swarm around the Ice Climbers, Marth, Ike, Lucas, and Pokémon Trainer and summon more Primids. Mario, Pit, Link, Yoshi, and Kirby arrive at the scene and assist the others.

Meanwhile aboard the Halberd, Solid Snake comes out from underneath his cardboard box and ventures the ship. Then he hears someone coming and he hides under his box. Meta Knight and Lucario pass by, but Lucario senses the aura of Snake. After Lucario uncovers Snake and stops Meta Knight and Snake from fighting each other, he senses Primids behind them with aura, but they are soon defeated, and the three venture further through the Halberd. They eventually reach a room with Peach and Zelda's trophies in cages. Shadow Bugs surround the trophies and generate False Peach and False Zelda. The three battle the evil princesses, break the cages, and turn the real princesses back to life. Snake makes a gesture before he, Lucario, and Meta Knight leave the room, telling the princess to stay in the room. Zelda transforms into Sheik, and Peach giggles as the two leave the room and venture to the deck of the Halberd once Snake and the others were gone.

In the sky, Fox's Arwing is hit, damaging its wing as he attempts to take down the Halberd. One of his shots almost hits Peach, causing Sheik to jump onto the Arwing and force Fox to eject. Sheik and Fox begin to battle on deck, but then Peach offers Fox some tea. As Sheik sips her cup of tea, Fox accepts the offer. Meanwhile, Lucario, Meta Knight, and Solid Snake reach the control room and discover that the Halberd is controlled by a squad of Mr. Game & Watches. Snake knocks the Mr. Game and Watches out the window and onto the deck nearby Fox, Peach, and Sheik. The Mr. Game and Watches turn into Shadow Bugs and transform into a twin robot named Duon. Lucario and Snake assist Fox, Peach, and Sheik, while Falco ejects from his Arwing to also help take down Duon. When Duon is defeated, it reveals Mr. Game & Watch's trophy. Fox points his Blaster at the trophy while Peach brings Mr. Game & Watch to life. Mr. Game & Watch bows in thanks and Peach gives him her Parasol. Mr. Game and Watch plays with it and Peach giggles at this. As he is harmless, the party lets him join their ranks. In the control room, Meta Knight takes the steering wheel and flies his ship out of the dark clouds.

The alarm goes off in the island base as Samus and Pikachu run through the corridors. The two break through a wall and enter a huge room full of Subspace Bombs, R.O.B.s, and the Ancient Minister himself. Samus and Pikachu are ready to attack, but the Ancient Minister puts his head down and the two feel pity for him. Just then, Donkey Kong, Diddy Kong, Captain Olimar, and Captain Falcon burst through another door and stand alongside Samus and Pikachu. Then Ganondorf appears as a hologram and sees the intruders. He orders the R.O.B.s to activate all the Subspace Bombs. The Ancient Minister refuses to let them do that, so Ganondorf takes control the R.O.B.s himself and orders them to obey him. The Ancient Minister tackles two R.O.B.s away from the Subspace Bombs and Ganondorf angrily forces the R.O.B.s to shoot the Ancient Minister before activating all of the Subspace Bombs. The Ancient Minister sadly stands there in his burning clothes while the gang tries to detach the R.O.B.s from the Subspace Bombs. Ganondorf laughs and his hologram disappears, after ordering a flock of Auroros to stop the gang from exiting the island. The Ancient Minister looks up and shoots some of the Auroros down with his laser.

After the Ancient Minister fired beams at the Auroros, his clothes burn off and it is revealed that he is also a R.O.B. himself. This may explain why the Ancient Minister felt sadness at having to sacrifice R.O.B.s, as they are his own kind. Donkey Kong, Diddy Kong, Samus, Pikachu, Olimar, and Captain Falcon help the R.O.B. defeat the Subspace soldiers. Since they cannot detach the R.O.B.s from the Subspace Bombs, they begin to leave. Diddy tries to get the R.O.B. to help, but he's too saddened after mind linking with two R.O.B.s. Captain Falcon calls his ship by pressing some buttons on his gloves and calls his party. Donkey Kong carries R.O.B. (the Ancient Minister) with them after he refuses to leave. They all jump into a tube and Captain Falcon summons his Falcon Flyer to carry them out of the base. However, Meta Ridley chases after them in a tunnel and the gang has to stop him from delaying their getaway. Meta Ridley is eventually defeated and they escape before the massive explosion occurs. Meanwhile, Mario, Link, Pit, Yoshi, Kirby, Lucas, Pokémon Trainer, the Ice Climbers, Marth, and Ike watch the gigantic explosion. Then they see the Halberd and the Falcon Flyer fly toward them and land in front of them. So they all climb aboard the ships and head for Subspace.

Suddenly a gigantic battleship comes out of Subspace and shoots towards the horizon, bringing another area into Subspace. Ganondorf and Bowser are aboard and control the cannon. Suddenly, Ganondorf stares into the distance and sees the Halberd approaching. The two aim the cannon at the Halberd and after a shot that went through the middle of the Halberd, it is brought down. Although it seems like this is over, The Falcon Flyer, the Arwing, Olimar's Hocotate Ship, and Samus' Spacecraft fly out of the explosion. Now frustrated, the two aim all their cannons at the ships. Out of nowhere, Kirby, riding his Dragoon, flies right through the battleship, thus destroying it. Ganondorf and Bowser retreat into Subspace, followed by the entire gang.

Ganondorf and Bowser are walking through a Subspace region when Ganondorf stops behind Bowser and fires the gun at him, turning Bowser into a trophy. He walks to the edge of a cliff and bows to Master Hand, before looking up and realizing that his leader has puppet strings leading back to Tabuu. Ganondorf jumps at Tabuu who easily repels him back into Master Hand, severing the strings. Ganondorf is turned into a trophy, but Master Hand uses his freedom to attack Tabuu, who blasts him back to the cliff where he lies, defeated. The heroes show up to see Master Hand fallen. They look up at Tabuu. His wings emerge and in one blast, he turns everyone into trophies. A cluster of balls of light form around him and he rests at the end of a pathway leading out from the cliff.

Elsewhere, in King Dedede's Castle in Subspace, the timed Dedede badges awaken Ness and Luigi. They revive King Dedede and the three of them start a Subspace level where they must collect the trophies of all their fallen comrades. At the end, they find the Bowser trophy which King Dedede brings back to life. Bowser then challenges Dedede to a fight which he loses, turning back into a trophy which King Dedede then revives. It looks like Bowser is going to try to fight again, but Dedede flicks Bowser in the nose, forcing him to see reason and join the party. After finding Ganondorf's trophy, Bowser attacks it several times in anger. Link and Zelda then arrive and revive Ganondorf.

Kirby is revived by the Dedede badge that he had swallowed much earlier back when King Dedede's Castle was sent to Subspace. Kirby goes to revive the rest of the trophies. Kirby and King Dedede unites after Bowser attempts to attack Kirby after seeing Ganondorf's Trophy. King Dedede is on his way up to Tabuu when he is attacked by Wario. Wario starts laughing at him but Luigi and Ness come and help King Dedede back up. Wario is shocked to see the three as a team. The three point to Tabuu and Wario picks his nose while thinking. He gets on his Wario Bike and goes up to Tabuu, while King Dedede, Luigi and Ness follow. Soon, the whole party arrives at The Great Maze where they must go through all the parts of the Super Smash Bros. World and defeat all the bosses and "dark" characters. After defeating all bosses and "dark" characters, they finally reach Tabuu. Tabuu is about to attack the whole gang again and turn them all into trophies, but Sonic comes in and attacks Tabuu twice, breaking his wings. Sonic then spins around and smiles, waving his finger in the air.

Tabuu then attacks the whole party but is defeated, yelling in pain as all the worlds that were brought into Subspace are brought back. The last area to be brought back is the Final Destination. All the characters are returned back to the regular Smash World and the player then sees the Final Destination at sunset. The credits pass while it shows a few pictures of the various cut-scenes in the game.

Classic Mode
Classic Mode returns from Super Smash Bros. Melee, acting the exact same way. Players pick a character, and then go through a barrage of fights. Each stage appears in a certain order, with a Legend of Zelda stage appearing first, and a Pokémon stage appearing third. Like the last game, certain conditions are set in a few matches. A few examples are the player and two teammates fighting a giant version of an opponent, or the player fighting a metal version of another player. A small heart appears next to a teammate's logo in the matches with allies. When a level is finished, the score is added up, and coins are earned. These can be used in the Coin Launcher. Clearing this Mode will give the player a trophy of the character used to complete it.

All-Star Mode
All-Star mode returns from Melee, while basically the same it has had some slight modifications. It can now be played with two players and opponents are now sorted by Series rather than in a random order. No more than two foes appear at the time. The Pokémon Level has the most enemies as Pokémon Trainer uses each Pokémon separately. It is unlocked by unlocking all the characters. Beating rewards the player with a a trophy of the current charcter preforming their Final Smash. Also, if All-Star is beaten with Co-op mode, Final Smash Trophies of both characters are rewarded. The order of the fights are also the order the games came out. Also, in Co-Op mode, the players must fight two Olimars in the last level.

Events
Events are an updated version of Super Smash Bros. Melee's Event Matches. They are pre-defined missions to be completed by the player; most of them have the objective of defeating certain opponents. Each event is represented by a small preview screenshot on the event list, and a difficulty (Easy - Normal - Hard) can be selected. Several events are also available in the co-op mode, which allows two players at a time to play. In this mode, they cooperate, thus cannot fight each other. The events are:

Co-Op Mode
This mode requires two human players, and has different events from the single-player mode (excluding one which was also an event in Single-Player Mode).

Stadium
The Stadium offers several mini-games, as previously in Super Smash Bros. Melee and one new mode.

Home-Run Contest
The Home-Run Contest returns with quite a few differences. A shield surrounds the platform, preventing players from accidentally pushing Sandbag off the platform. However, the shield shatters if it is knocked around by the Sandbag too much. The shield disappears when the ten seconds are up. Two players can work together in cooperative play, with the two having to work together in order to set a good record. Two players can also challenge each other in two player alternating play, which features two characters taking turns to see who can knock Sandbag the farthest. Both of these modes can be played in Wi-Fi Connection mode, under the With Friends mode.

Target Smash!!
Also available in the Stadium mode is Target Smash!!, a slightly altered mode of the Target Test from the previous games. There are five different levels that all characters can play on, and the replays can be sent to other players via the Wi-Fi Connection. It is also possible to play Target Smash!! with two players simultaneously.

Multi-Man Brawl
Another returning feature is the Multi-Man Brawl, known as Multi-Man Melee in the previous game. In this mode, players fight the enormous Fighting Alloy Team. Objectives include defeating a certain number of Alloys, fighting them off for a set period of time, or fighting endlessly for a high score. 10 Man, 100 Man, 3 Minute, 15 minute, Endless and Cruel Settings all return. Various rewards from the challenges section are obtained in this mode.

New additions to the mode include its inclusion in two-player mode, whereas in Melee the mode was strictly single player. The Fighting Wire Frames have been replaced by the Alloys. While there were only two types of Wire Frames, there are four types of Alloys. All alloys resemble and act like a certain character. Red Alloys act like Captain Falcon, Blue Alloys act like Zelda, Yellow Alloys act like Mario, and Green Alloys act like Kirby.

There are a variety of modes in Multi-Man Melee/Brawl:


 * 10-Man Brawl - KO 10 enemies.
 * 100-Man Brawl - KO 100 enemies.
 * 3-Minute Brawl - Fight for 3 minutes.
 * 15-Minute Brawl - Fight for 15 minutes.
 * Endless Brawl - Fight until the player gets KO'd.
 * Cruel Brawl - Fight until the player gets KO'd.

Additionally in Cruel Melee/Brawl the Fighting Alloy/Wire Frames are stronger, and are capable of making one hit KOs. Also, there are no items that appear, making it very tough. Managing to defeat 10 Fighting Wire Frames in Melee earns the player a bonus message congratulating them for defeating 10 (or more) Fighting Wire Frames in Cruel Melee.

Boss Battle Mode
This mode is similar to All-star mode, except the player must fight all of the bosses that appear in the game. The player is provided only with three Heart Containers that heal all damage, and they only have one life. Unlike All-star, however, enemies are in random order (except for the final boss, Tabuu), and there is no option to continue after being defeated; players are instead taken directly back to the Character Select Screen. If the mode is cleared, the time taken is recorded for the high score. If not, the number of bosses defeated will be. Players can set the difficultly level to the same ones as other modes: Easy, Normal, Hard, Very Hard, or Intense. The difficulty levels will affect how fast the bosses will move, along with how much damage their attacks will inflict.

It is unlocked by clearing Subspace Emissary for the first time, and by defeating Classic Mode at least once. Crazy Hand does not have to be fought to unlock the game mode. Also, like All-Star mode, Boss Battle Mode can be played with two players simultaneously. If done so, there will be five Heart Containers total at the healing area.

Training
The Training mode returns from Super Smash Bros. Melee. It allows the player to learn to play the game properly, or to experiment with certain functions and items. The player fights one to three characters, which can be controlled by the CPU, the player, or not move at all. The player can create any item to test it, as well as the Smash Ball to practice Final Smashes. The hit damage of the CPU can be predefined, and the game can be put in slow or quick motion.

Brawl
Very similar to previous games, in which 2-4 players or computers may battle. The players can select their characters, who also have alternate costumes, and choose the stage to play on. As the battle begins, while the announcer is counting down, each character appears with their specific entrance. For example, Samus comes out of a teleporter and Mario out of a Warp Pipe. These entrances were present in the original Super Smash Bros., but not in Super Smash Bros. Melee, for unknown reasons.

As in the last two games, Super Smash Bros. Brawl has Handicaps to help beginners in battles. However, this time, handicaps do not affect the player's attack strength and knockback resistance, but instead, changes a player's starting damage percentage. The handicap can be from 0% to 300%. For example, one player can start at 0% damage, but the other starts at 50%, even after that player has been knocked out. This allows players to test their skills, or just to give them a challenge, as well as helping beginners learn the basics.

For characters with multiple forms, the character selection screen allows the player to choose which character they will start with, by clicking the alternate form (i.e. Sheik). This means characters like Zelda can be used to select Sheik. Depending on the choice, that will be the character the player starts as in the beginning of the match.

Rules
This feature allows the player to control a wide variety of settings for Group mode. These settings don't affect any other mode.

Rules
Choose the type of match.
 * Time: In these matches, fighters will score a point for each KO and lose a point for each fall or self-destruct. The fighter with the most points when time runs out wins the match. If there is a tie, the game will go into sudden death mode. In this situation, there is no time limit but each fighter has only a single life and starts with 300% damage. The last one standing wins.
 * Stock: Each fighter has a set number of lives. They lose one each time they fall off the stage. When a fighter loses their last life, they obviously do not reappear. The last fighter standing wins.
 * Coin: Fighters collect coins to increase their score, which is displayed above their damage gauge. Bronze coins are worth 1 point, silver coins are worth 3 points, and gold coins are worth 6. There are also bills. Coins are created when a fighter receives damage. The value of the coins corresponds to the strength of the attack. However, these coins are not subtracted from the victim's score. Fighters have unlimited lives, but their score is cut in 100 when they fall off the stage. Whoever has the highest score when time runs out wins the match.

Time
If the player chooses Time or Coin in the above rules, they can set how long the match will be.
 * The player can choose from 1 to 99 minutes at one minute intervals.
 * The player can also choose infinity, meaning the match will last forever and no one can win. The player will have to eventually quit the match. However, this setting is useful for certain challenges such as 2,000 KOs or 5,000 coins.

Stock
If the player chooses Stock above, they can set how many lives each fighter will have: from 1 to 99.

Handicap
Fighters can start matches with automatic damage. When they fall off the stage, they will also start with this set amount of damage.
 * Off: By default, everyone starts with 0 damage.
 * On: On the Fighter select screen, the player can set how much damage each fighter individually will start with; from 0 to 300 at intervals of ten.
 * Auto: 10 damage is added for each consecutive win but the handicap is reduced to 0 when a player loses. Here is an example: For the first match everyone will start with 0. But for the second match, the winner of the first will start with 10 damage. If they win again, they will start the third match with 20 damage, and so on. But if they lose, they will start the third match with 0 damage and the winner of the second will start with 10.

Damage Ratio
This number multiplies the knockback of any attack. It can be set from 0.5 to 2.0 at intervals of 0.1 By default, of course, it is set at 1.0.

Stage Choice
Sets how players will choose stages.
 * Choose: Any player can pick any stage in between matches.
 * Random: Stages are picked randomly without the player even going to the stage selection menu.
 * Turns: First Player 1 picks the stage, then Player 2, and so on.
 * Ordered: The first match is on a random stage, but the second is on the stage after the first on the stage menu. Once again, the player bypasses this menu.
 * Loser's Pick: The loser of the last match picks the stage.

Item Switch
This brings the player to a menu where they can set the rate of items appearing: None, Low, Medium, or High. They can also toggle whether or not each item individually will appear (excluding stickers and CDs).

More Rules
This option is unlocked by scoring a total of 200 KOs in Group mode. It brings the player to another menu like the first where they can set more rules. These are listed below.

Stock Time Limit
Sets time limit for a stock match.
 * Infinity: By default there is no timer in stock matches. The only way to win is by taking away all of the oppenents lives.
 * The player can also put a limit on stock matches from 1 to 99 minutes at one minute intervals. When time runs out, the fighter with the most lives wins. If there is a tie, they will go into sudden death mode.

Team Attack

 * Off: By default, members of the same team in a Team Battle cannot cause each other to take damage or flinch from direct attacks or projectiles. However, if one member places a Motion-Sensor Bomb, anyone can detonate it (including the fighter who placed it).
 * On: Members of the same team can deal damage and knockback to each other as if they were opponents.

Pause

 * On: By default, any player can pause and enter picture mode during gameplay.
 * Off: The battle is continuous; no pausing at all. Best for tourneys.

Score Display
For Time brawls. Scores are always displayed in Coin battles.
 * Off: By default, players cannot see their scores. However, a "+1" or "-1" is displayed on the characters' icons whenever a KO is scored or someone falls off the stage, respectively.
 * On: Players can see their total score on their icons above their damage gauge. The scoring animations described above still appear.

Damage Gauge

 * On: By default, each player can see their damage total next to their fighter's icon.
 * Off: For a tenser battle, players do not know how much damage anyone has.

Random Stage Switch
This option brings the player to another menu and is unlocked when all the stages are unlocked. Players can toggle whether or not individual stages appear when the Stage Choice is set to Random or when they choose Random from the Stage menu. Custom Stages cannot be toggled individually; either any of them can appear randomly or none.

Special Brawl
A new feature is the Special Brawl. Using this, players are able to customize the battle themselves. This means they can attach items, set stats, and add appearance differences to all the players, right from the start of the battle, without having to collect the items themselves. The Special Brawl, thus, allows players to try a variety of settings such as Invisible Bunny Brawl, instead of the settings given on a certain type of battle, as seen in previous with the Special Melee modes in Super Smash Bros. Melee.

Records involving Special Brawl are not saved. Also, in Stamina Mode, unlike in Super Smash Bros. Melee, players can choose how much HP they'll start with; from 1 HP, all the way up to 300 HP.

Rotation
The Rotation mode is an enhanced version of the Winner Out/Loser Out Tournament modes of Super Smash Bros. Melee. It allows more than four players to play at the same system, by passing the controllers on after each battle. Up to sixteen players can be put into the queue, with each given the possibility to use their name and their personal controller configuration. However, this is not required. There is still the option between Winner Out and Loser Out, where the winner or the loser of the match pass the controller on to the next player after the match, respectively. Additionally, players have the option to pause, i. e. moving themselves at the end of the queue. The mode is available when two or more controllers are connected to the Wii. Players can change their character in the middle of the Rotation Mode, like in Super Smash Bros. Melee.

Tourney
The Tourney Mode from Super Smash Bros. Melee (then "Tournament Mode") is in Brawl, acting the exact same way as it did in Super Smash Bros. Melee. Players are able to brawl in a tourney, that can have up to thirty-two players, and must fight their way to the championship, eventually earning a cup if they win. It is possible to play with friends, or battle CPU characters. Apart from decreasing the total number of players from sixty-four to thirty-two and letting players put in more characters on stage than controllers (such as four characters when there are only 2 controllers connected), nothing has changed compared to Melee.

Nintendo Wi-Fi Connection
Nintendo Wi-Fi Connection is a new feature in Super Smash Bros. Brawl. However, similar to what happened with Mario Strikers Charged, the game tends to slow down and fail when the players are playing far away. The further away the players are from each other, the more the problem worsens. So, playing a game from Japan to America will slow the game down, and cause some problems in the battle. Regardless, the game is still capable of connecting overseas. The two modes are With Friends and With Anyone.

When playing with friends, players use friend codes in order to brawl with each other. They choose an emblem to represent themselves. Emblems can be the games' series emblems, the characters' icons, or Miis. In this mode, players are able to send messages to each other in-game, using the Taunt command. Players can send four different kinds of messages, one for each direction: up, down, left, and right. Results are recorded only in this mode. The Home-run Contest and Multi-Man Brawl are also playable in this mode.

When brawling in the With Anyone setting, players are unable to send messages to each other in-game, and neither can they see the name or details of their opponent. Also, the results of the battle are not recorded in the With Anyone mode. There are several modes in the With Anyone setting. In the Basic Brawl, players play against each other without teams. However, the rules are set to 2-Minute Brawl and cannot be changed. However, players can individually change their item settings. The game will randomly use the item setting of one of the combatants. If there are less than four players, there will be CPU enemies present to make there be four characters. When a player disconnects from the Wi-Fi connection while battling, a CPU takes over their character.

Unlockable characters are also available in this setting for a player who has unlocked them. Because of this, Nintendo recommends players not to use the Basic Brawl setting if one is not wanting to get the unlockable characters spoiled. A different mode in the With Anyone setting is the Team Brawl. While the game is loading, or while the players are waiting for other opponents, they can practice the game by attacking the Sandbag from Super Smash Bros. Melee. Players can choose to be spectators of the battle, and even bet coins on who will win.

Vault
Here, various content can be found, such as things the player unlocked and content that is just fun to look at.

Trophies
Trophies return in Super Smash Bros. Brawl. They act the same way, some being collected the same way, but there are now new trophies, and they are more easily stored, as an image of the trophy will be seen when selecting a trophy. They can also be displayed the same way they were in Melee. When a trophy is selected, a description of the character or object portrayed will be displayed. There are a total of 544 different trophies to collect.

Trophy Hoard
Another new feature is that many trophies can be placed together on the same spot, making dioramas. There are also more backgrounds that can add to this new feature.

Stickers
Throughout the game, players can find Stickers, which show up at random points during Brawls. Unlike trophies, however, the items will be much easier to find and are simply pieces of 2D game artwork rather than 3D models. Stickers are stored in an album. They can be used to power up characters in the Subspace Emissary. Stickers however have one use and once used, the player cannot acquire them back unless they happen to collect the same kind of sticker again.

Sticker Center
Similar to the Trophy Hoard, stickers can be used to decorate a screen. Different backgrounds can be selected, and pictures can be taken.

Coin Launcher
The Coin Launcher is a mini-game available in the Vault, replacing the Lottery mode from Super Smash Bros. Melee. In this game, the player uses the coins which they have won in the Classic Mode, the Subspace Emissary, the Group mode or by betting on the winner in the Wi-Fi connection's Spectator Mode, to get trophies and stickers. The player controls the Coin Launcher, a cannon that shoots the coins the player has collected. Several moving objects appear at regular intervals, of which there are a few different types. Each different type moves in a different formation and direction across the screen. If the player shoots all the enemies in a particular group formation, the player will often gain a sticker as a reward. However, the main aim of this game is to hit the Trophies to win them. These appear quite regularly, and move across the screen in a random path, although these are predetermined. A trophy must be hit with two to four coins to be collected. There are some hazards in this game; mainly the missiles which appear and aim for the Coin Launcher. Each one takes two hits to destroy, but some move much faster than others, and occasionally a large group will appear all at once. If a missile hits the Coin Launcher, the player loses ten coins, and a special green gauge decreases. This gauge, located on the bottom left corner of the screen, if filled up completely, allows the player to rapid-fire coins for a short time when it is filled. It is filled slightly whenever a missile is destroyed, or a certain number of moving objects.

Stage Builder
Players create custom stages using this mode. When making the stage, players first pick the size of the stage, and then creating a background pattern, as well as the music from the game that will play on the stage. Once done, the player can start adding pieces to the stage, whether it be simple platforms to ladders to spikes. However, each of the four control types have different ways to move the pieces, however, they are all able to flip, resize, zoom, swap palettes and erase pieces of the stage.

After building a fraction of the stage, it can be tested out before being saved. This can be done several times, if it is necessary. After the stage is finished, the name and comment can be chosen, as well as an option to change the music of the stage. It can be sent to other players via Wi-Fi Connection, but cannot ever be played on using the Wi-Fi connection. At one point, it could have been sent directly to Nintendo using the "Submit" option on the Stage Builder screen. Every day, Nintendo would send a selected stage to every player with Wi-Fi and Super Smash Bros. Brawl, so they could try out the stages that other people have made. The stage got removed after a day had passed, and a new one was brought in the next day. This allowed players to make and try out new stages for themselves every day. However, this ability to send vault data to Nintendo was discontinued.

Challenges
All three kinds of collectibles in Super Smash Bros. Brawl - trophies, stickers and CDs - can be alternatively won in the Challenges mode. Stages, Masterpieces, and Stage Builder parts can also be unlocked. The Challenge mode has many closed windows which contain the prizes. When the player unlocks an item by winning a challenge, for example playing the Target Smash level 1 with 10 different characters for the Stafy trophy, the collectibles left and right to Stafy's trophy, which are currently not won and invisible, appear in a red silhouette, and their method of unlocking is displayed. The player can also win Golden Hammers, which they can use to automatically get any window of his or her choice open, getting the item inside. However, not all windows can be destroyed with a hammer; objectives related to the Boss Battles mode cannot be opened. There's a total of 128 objectives in the Challenges Mode.

Album
Throughout the game, the player is able to take screenshots while pausing the game. In contrast to Super Smash Bros. Melee, there is no special camera mode needed. The screenshots can be either saved on the Wii's internal memory or an SD card.

Replays
A new feature in Super Smash Bros. Brawl is Replays. This can be used on a single Brawl in Group Mode, Target Smash!!, Home-run Contest, and Multi-man Brawl. They can be recorded by pressing Z after the brawl or the challenge has ended. The maximum time for a replay to be recorded is three minutes. They can later be accessed and replayed from the Vault, or be sent to an SD Card. Players could also submit Target Smash!! and Home-run Contest records to Nintendo, via WiiConnect24. However, the service was discontinued after June 30th, 2009.

Masterpieces
In this mode, the player can play restricted demo versions of classical Nintendo games via the Virtual Console. The player does not have to connect to the Wi-Fi connection for that. The available demos are:


 * Super Mario Bros. (1:00)
 * Ice Climber (0:40)
 * The Legend of Zelda (NES) (2:00)
 * Kid Icarus (1:00)
 * Kirby's Adventure (2:00)
 * Fire Emblem (Japanese version only) (3:00)
 * Super Metroid (3:00)
 * EarthBound (Japanese version only) (5:00)
 * Star Fox 64 (3:00)

Some must be unlocked. These games include:


 * Donkey Kong (0:30) (Play for 10 hours or more total.)
 * Super Mario World (2:00) (Play on Yoshi's Island (Melee) three times.)
 * Super Mario Bros. 2 (1:30) (Play as Peach and win five matches in VS Mode.)
 * The Legend of Zelda: Ocarina of Time (5:00) (Play as Toon Link ten times in VS Mode.)
 * F-Zero (0:45) (Get Captain Falcon to join the party in The Subspace Emissary.)

All titles have a restricted time they can be played in. However, some, like Super Metroid, come with save data.

Chronicle
Here, the player can view a list of many video game titles that have been released by Nintendo and when they were released. The titles are sorted and separated by which system they were for (e.g. Game & Watch, Game Boy Advance, Wii). More titles are added as trophies and Stickers from those games are collected.

Options
Players can toggle with various settings and features.

Screen
Players can adjust the display of the screen by choosing either the standard 4:3, or the widescreen 16:9 option.

Deflicker
This tool merely changes the appearance of the in-game graphics. The options are...


 * ON: Make graphics a little smoother, but a bit blurrier.
 * OFF: Make graphics a little sharper, but a bit more jagged.

Rumble
Players can set their controllers so that their rumble feature is active or inactive. They can also change the rumble settings for their names, which have higher priority than the in-game settings. The Wii Classic Controller does not have a rumble feature, so the rumble feature is always inactive with that controller.

Controls
Players can set up their personal control schemes for their names; in other words, they can toggle which button does what. They can also test out their control changes at any time.

Sound
Players can adjust the Music/Sound effect balance with this option. They can also have quick access to the Sound Test from here.

My Music
Rather than restricting each stage to one music track, stages have a selection of music tracks usually from the game series the stage is from, and players can choose which music track they want to play on the stage using the My Music mode. For example, on the Delfino Plaza stage (image shown on the right), players can choose between the Delfino Plaza theme from Super Mario Sunshine, the title/ending theme of Super Mario World, the main theme to New Super Mario Bros., and many more. Players can set how commonly the track may appear on the stage. To add more music to the collection, the player must collect CDs, which randomly appear across the entire game, in many of the numerous modes of play. They can also be earned by completing challenges and certain game modes. After all music tracks have been collected, the CD will appear no more.

Erase Data
This option enables players to erase any data that's been saved. The choices include...


 * P1 High Score: This deletes all high score data from Solo Mode. This has the side effect of making almost all Solo game modes be incomplete.
 * Brawl Records: This deletes all Group mode data, along with all the names that have been created.
 * Adventure: This deletes all the save files that have been made in the Subspace Emissary.
 * Vault Data: This deletes contents that are stored in the Vault.
 * Erase All: This option deletes everything.

Erased data can not be recovered, so players need to be extremely careful when handling this option.

Data
A variety of content is stored here.

Records
Various records of gameplay are recorded here.

Group Records
This section of Gameplay records has 4 different pages. The first page is a chart showing the total number of KO's each fighter has performed on each fighter. The second page shows the top 5 fighters for each of sevaral stats, such as KO's, falls, self-destructs, victories, losses, peak damage, walking distance, swim time, drownings, etc. The third page lists all the same stats for each individual character. The fourth and final page similarly lists all the same stats for each name; as well as the fighter used most, second-most, and least.

Brawl Records
This is a list of various records of gameplay; including total time playing this game, matches played, total damage, trophy count, fighter most used, etc.

Notices
This is where Notices are recorded. Notices are special messages that congratulate the player and appear when certain accomplishments are done, such as unlocking important things and clearing game modes for the first time. They are saved in the order that they appeared, and the game records exactly when Notices were received, to the very second.

Movies
When cutscenes are viewed in Adventure Mode: The Subspace Emissary, they can viewed again here. There are also five pre-installed videos: a How to Play video, the E3 trailer, another introductory video, and videos that each focus on a new third-party characrer.

Sound Test
Songs and sound effects in the game can be listened to here. Some songs need to be unlocked by completing challenges or picking up CD's. The game that each song originated from is displayed when the song is selected.

Director

 * Masahiro Sakurai

Planning & Level Design

 * Kazuhiro Irie
 * Kenichi Niwano
 * Masaya Kuninaga
 * Yoshiyasu Okawara
 * Takeshi Suzuki
 * Shintaro Kataoka
 * Miki Yakabe
 * Masayuki Tada
 * Takeshi Suganuma
 * Kunihiko Nakata
 * Norihiko Yonesaka
 * Kou Arai
 * Daisuke Shimizu

Beta Elements
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.

Play as Giant Jigglypuff
First, the player must select the Bridge of Eldin stage. The player should also have a Final Smash prepared. King Bulbin will eventually come and destroy part of the bridge with a bomb. Soon after, a portal will restore that part of the bridge. When the matter begins to rebuild the bridge, the player has to use the final smash in midair in the gap. Jigglypuff will begin to inflate while the bridge is getting mended. When the bridge is completely fixed, Jigglypuff should bounce up onto the bridge and remain giant. Its attacks are completely the same, only that they have a much longer reach. Its movement seems to have slowed somewhat as well. It also becomes a very easy target and is simple to KO, as the slightest touch of the KO range will take it out. With this glitch activated, having Yoshi perform his Egg Lay attack will make Jigglypuff grow even bigger.

Mario Series

 * A01 - Ground Theme - Super Mario Bros. (CS: Koji Kondo, AS: Koji Kondo)
 * A02 - [[Media:Undergroundbrawl.OGG|Underground Theme]] - Super Mario Bros. (CS: Koji Kondo, AS: Kentaro Ishizaka)
 * A03 - Underwater Theme - Super Mario Bros. (AS: Shogo Sakai)
 * A04 - Underground Theme - Super Mario Land (A: Koji Hayama)
 * A05 - Airship Theme - Super Mario Bros. 3 (A: Motoi Sakuraba)
 * A06 - [[Media:SSBB SMWCastleSMB3Boss.ogg|Castle / Boss Fortress]] - Super Mario World / Super Mario Bros. 3 (AS: Yusuke Takahama)
 * A07 - Title / Ending - Super Mario World (AS: Shota Kageyama)
 * A08 - Main Theme - New Super Mario Bros. (AS: Shogo Sakai)
 * A09 - Luigi's Mansion Theme - Luigi's Mansion (AS: Shogo Sakai)
 * A10 - Gritzy Desert - Mario & Luigi: Partners in Time (AS: Yoko Shimomura)
 * A13 - Delfino Plaza [Original] - Super Mario Sunshine
 * A14 - Ricco Harbor [Original] - Super Mario Sunshine
 * A15 - Main Theme [Original] - Super Mario 64
 * A16 - Ground Theme 2 - Super Mario Bros. (A: Masaaki Iwasaki)
 * A17 - [[Media:SSBB MarioBros.ogg|Mario Bros.]] - Mario Bros. (AS: Shogo Sakai)
 * A20 - Mario Circuit - Super Mario Kart (AS: Yusuke Takahama)
 * A21 - Luigi Circuit - Mario Kart 64 (AS: Yasufumi Fukuda)
 * A22 - Waluigi Pinball - Mario Kart DS (AS: Kentaro Ishizaka)
 * A23 - Rainbow Road [Original] - Mario Kart: Double Dash!!