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Super Smash Brothers Brawl Guide

Last Updated: 5th October, 2007

Note from Hoogi: This is a large Super Smash Brothers Brawl game information thingy, written by our lovely Eternal Smasher! If you see any broken links, e-mail us at the bottom of the page. Warning: This is a large page, so if your connection is in the middle ages (Dial-up/5kbps), I'd suggest you press the x button on your browser for no images.

Daily weekday updates.

So far we have received varying magnitudes of updates, from the meh to the orgasmic to the swear-inducing. Inconsistency sure is fun, ain't it?

Keeping Track: List of Updates

I'm only posting site updates. Nothing we've seen from the trailers will be heavily elaborated on, because we (should) know already.



Wednesday, May 23, 2007
Tuesday, May 29, 2007
Thursday, September 6, 2007
We were given the privilege of seeing Nintendo's flagship character on the second day of updates. The new images showed that while Mario's animations may not have changed much, his Fireballs keep getting sexier. Sakurai is still making him "the standard of balance". 6 days later, when the Final Smash was revealed (see How to Play), we were shown the Mario Finale, a fiery mega assault that expands vertically. 4 months later, we discovered that Mario's Down Special was replaced with F.L.U.D.D., the water pumping machine from Sunshine. The "attack" doesn't hurt, but not only does it push foes away, it can be charged while shielding, and is the first attack revealed to do so. His old special, the Mario Tornado, has been reduced to a basic attack (likely Down Air).

Wednesday, May 23, 2007
Monday, June 18, 2007
Monday, August 20, 2007
The Hero of Time debuted along with Mr. Nintendo on the second day of updates. The Twilight style swordsman has been shown to have Twilight style special moves, including the Gale Boomerang that draws foes in, and the Clawshot. Also, as Link swings his blade, it shines. (Meta Knight's sword has been shown to do the same thing.) After almost a month, Link's Triforce Slash was featured, and mechanics given. Light from the Triforce on the back of Link's hand strikes opponents, and then he goes in for the combo. It's safe to say that it is a high-powered instant KO under normal circumstances, as Sakurai stated that "there is little hope for you" if you get caught, unless you hit something.

Thursday, June 7, 2007
Kirby, as Sakurai admitted, "hasn't changed much" physically. It's unknown whether he'll be unnerfed for Brawl, but here's hoping.

Thursday, June 7, 2007
Tuesday, June 19, 2007
Pikachu's back, and it looks like it's lost a few pounds (to me, anyway). In this update, we see Pikachu crawling again, and its Thunder Jolt looks beautiful. After about 2 weeks, we were given Pikachu's Final Smash, the Volt Tackle, for the first time. Pikachu becomes a large, glowing, electric ball of light which then becomes controllable, at which point you "Hunt them down!". It is dangerous in midair for both parties; Pikachu can overshoot the edge if it isn't careful. (A side note: Volt Tackle was originally a move in the Game Freak game Pulseman, in which it operates identically. Thanks to K Prime from SmashBoards for the tidbit.)

Monday, June 11, 2007
Thursday, June 21, 2007
Thursday, October 4, 2007
Fox McCloud's appearance in Brawl is a conglomerate of all previous appearances. Though he was seen fighting with gun in hand in the trailer, the pictures show his hands free. They also show that the FireFox animation has changed yet again (both the fire and the Fox) and the Fox Illusion is now purple instead of blue. He's "one of many so-called speed characters". His second update was the first to focus on moves of a veteran. The device on his hip now controls the Reflector instead of it just appearing, and the Blaster functions the same but has more detail. And his Final Smash is the juggernaut Landmaster, which does everything it did in Star Fox 64: roll, hover, shoot, and kill. But turning? Well...

Friday, June 15, 2007
Wednesday, July 18, 2007
The true Samus has, for the first time, been seen in battle, and how shiny has the Power Suit become? It seems that she's retained her Arm Cannon centric moves such as the Missile, Flamethrower, and the defining Power Shot, though the latter two have gotten much prettier. A month later, we got the Zero Laser, Samus' Final Smash. Its rendition in the first trailer is accurate: the beam is enormous and highly damaging, and afterwards, she loses her Power Suit (the pieces of which can be lauched at foes).

Monday, June 25, 2007
Zelda's appearance on the site was the first of an unconfirmed confirmed character (one that hadn't been seen prior, but was heavily expected). She, like Link, has adopted the Twilight Princess style. Her playstyle appears to be unchanged, as "her movement capabilities aren't that good, but her magic adds power to her physical attacks." We're still left with the Shiek question...

Tuesday, July 3, 2007
Wednesday, July 4, 2007
"The biggest and the heaviest of fighters" has made a glorious return, and this time around, he looks happy about brawling. As usual, his appearance has been given a tune-up. It seems that either one of his swiping attacks gained more range, or he has a new Forward Tilt. In this update, Sakurai makes it clear that "a LOT of characters" will be playing differently than in Melee. The day after, Sakurai revealed Bowser's Final Smash: Giga Bowser. Though not very creative, it could prove to be immensely useful. Get it? Immense? Giga Bowser is borderline invincible this time, and is immune to juggling.

{{Donkey Kong}}
Thursday, July 12, 2007
Monday, July 30, 2007
Along with the 15 seconds of gameplay (see Notices), we were given "the original giant powerhouse": DK. He was the first vet to be prematurely revealed (the footage shown during Nintendo's E3 conference showed him for a bit). He looks a lot more DKC-ish, with nice, detailed fur as a bonus. He looks as big and strong as he should be. His Final Smash is, to say the least, "upbeat". It allows him to jam on his bongos either randomly or in-tune, and clap to send foes flying. He is invulnerable and stationary during this attack.

Tuesday, July 24, 2007
Thursday, August 23, 2007
With fans having already recieved a Yoshi level and Yoshi music, it was only a matter of time before Yoshi would make an appearnce at the Dojo. He's "bursting with personality" and has recieved a graphical simplification, which is actually an improvement. Now his Egg Toss gives him a bit of height, acting as a true 3rd jump. His Final Smash, Super Dragon, is obviously inspired by Super Mario World, and his then-species identification. He can fly around shooting fire at whomever he pleases for a brief time.

Friday, August 17, 2007
Princess Peach was another character to be prematurely revealed, except it took her longer to garner her own page. As expected, she's received a new, detailed gown. It seems she's retained her floating abilities and Toad (which sucks for certain people), and one picture shows her holding a slightly different parasol.

{{Ice Climbers}}
Friday, September 14, 2007
The (two) character(s) that was (were) believed to have a minimal chance of returning...returned. The Ice Climbers are back and fuzzier than ever, and it doesn't look like their battle habits have altered too much. An interesting picture shows the two with their mallets on the ground, jumping for joy. Whatever could that be?


Friday, May 25, 2007
Monday, May 28, 2007
Thursday, August 9, 2007
Pit, Palutena's servant, is the first featured newcomer to the Smash phenomenon. Like in the first trailer, his arrows of light are bendable by the player. To recover, Pit can fly for a limited time; whether or not he can attack while doing so is unconfirmed. Nearly 3 months after his unveiling (and the day after his music) we were treated with Pit's Final Smash, Palutena's Army. This attack summons Centurions to divebomb fighters on the battlefield. After one attacks, it falls.

Wednesday, June 20, 2007
Friday, June 29, 2007
As a response to avid fans, Sakurai entered Wario into the fray, donned in his unique WarioWare attire. And speaking of unique, it appears that Wario's fighting style will be the most unique we've seen, with Sakurai stating a rumor that he "will give birth to a form of martial arts that other characters cannot even see". This explains his erratic, Game-and-Watch style movement in the second trailer. His moves are rather unorthodox, with pics showing a sort of head-first falling slam and a biting attack inspired by one of his microgame$. His second update introduces his chopper as an actual attack. It is possible to drive in two dierections, and could be comparable to Yoshi's Side-B, except that Wario can lose his bike and others can pick it up (whether to wield or to throw remains to be seen). The update also makes the Wario Waft clear. It gains power the longer he goes without using it. It can range from "a cute little poot" to a massive, Flare Blade-esque explosion.

{{Zero Suit Samus}}
Thursday, July 19, 2007
The result of Samus' Final Smash is Zero Suit Samus (known by some as Zamus). She gains speed and some range at the expense of "power and weaponry". The range comes from her gun, the Paralyzer, in whip mode.

Wednesday, August 1, 2007
Tuesday, August 7, 2007
The first update of August, once again, came completely out of the blue. Ike, hailing from Fire Emblem: Path of Radiance, is the first completely new character to be revealed for Brawl since the E3 unveiling. He brings Aether with him, an exceptionally powerful attack from his respective game. It is executed very similarly to Kirby's Final Cutter, except that at certain points, Ike is unmovable, meaning he won't flinch at all when attacked. Several heavy characters possess that ability. Eruption is also shown, but not given much of an explanation. Ike's inclusion brings questions about his Fire Emblem seniors, Marth and Roy.

{{Pokemon Trainer}}
Monday, August 13, 2007
Wednesday, August 29, 2007
Thursday, September 27, 2007
The second completely new featured character just may take the cake for most unique fighting style. The Pokemon Trainer "doesn't do his fighting directly". Like a trainer would, he uses his Pokemon to fight his battles: Squirtle, Ivysaur, and Charizard, marking the former two's first appearance in Smash. The Pokemon all share a health meter, have "stamina" (too much fighting as one Pokemon or constant switching is bad for them), and swap in a set sequence. They each have 3 unique special moves, giving Pokemon Trainer a total of 9. But the Final Smash, Triple Finish, combines the 3 Pokemon's strongest efforts (Hydro Pump, SolarBeam, Fire Blast) to deal massive damage. The closer one is to the attack, the more it hurts.

{{Diddy Kong}}
Wednesday, August 22, 2007
Monday, September 4, 2007
Tuesday, September 25, 2007
The third completely new featured character apparently has such a distinct movement, "screenshots fail to truly capture the way he moves." Unlike his Kong counterpart, Diddy utilizes speical abilities stemming from Donkey Kong 64: the Rocketbarrel Boost and the Peanut Popgun. The Popgun can be charged, but only for so long until it blows up. Peanuts without shells can be eaten to restore health as well. The Rocketbarrel can also be charged to increase vertical distance. If Diddy is attacked while boosting, not only does he (expectantly) stop boosting, but the barrel can go flying off by itself, hurting people. His Final Smash is a high-powered combination of these two specials.

{{Meta Knight}}
Wednesday, September 5, 2007
It took several months, but Meta Knight was eventually given his own spot at the Dojo. Besides the screenshots, however, it isn't very informative, as was expected of an old new character (especially since we already saw his specials).

Friday, September 21, 2007
Tuesday, October 2, 2007
When fans first discovered that Snake was to be in Brawl, there was much joy, much confusion, much speculation, and much hope. This triple-tiered update introduced the Brawlified Snake to the world. We already knew he had "cool and showy weapons", but we got to see some of them for the first time. His Special and Smash attacks consist of ordnance, such as a Remote Missile, a Hand Grenade, mines, and rockets. The second, double-tiered update provided us with (very awesome) video; a kind of celebration of Snake.

Monday, October 1, 2007
The Snake update marked the end of expectation, character wise. The first update of October marked the beginning of true surprise. Lucas hails from MOTHER 3, a GBA game released only in Japan. Apparently, he was supposed to replace Ness in Melee, but didn't due to his game's delay. Like Ness, he uses PSI to do battle. But did he actually replace him?



The Basic Rules (Tuesday, May 22, 2007)
On the day the site relaunched, we were given a basic rundown (read: reminder) of what Smash is: "a brawling, battling, action-packed video game that features a varied roster of characters". The pictures revealed new damage meters, featuring not only a character's emblem, but their portrait as well. Otherwise, if you're a fanatic, you didn't get much else.

You must recover! (Wednesday, June 6, 2007)
This update was focused on recovery. It is clearly seen that Mario's recovery has gotten much better. Sakurai stated that "fierce aerial battles often rule the match". Whatever could that mean?

Smash Attacks (Thursday, July 5, 2007)
This update deals with all the basic ground attacks: Standard, Strong, and Smash. As expected, each controller executes an attack differently, and all 4 ways are there. The pictures show a few interesting things. 1: Mario's Forward Tilt and Forward Smash have a bit more oomph. 2: When charging a Smash, the entire character doesn't flash anymore; the area used for the attack shines.

Four Special Move Types (Tuesday, August 28, 2007)
This update explains the four special move types, the defining abilities of each character that makes them special. Thankfully, they used Meta Knight as a model. Otherwise, this update isn't anything special. Get it? Special?

Shielding and Dodging (Thursday, October 4, 2007)
Believe it or not, some people doubted the existence of the shield. But it's still there, and it works exactly the same. It busts when it takes too much damage. There is a sidestep, a forward dodge, and a backward dodge. There's nothing on air dodges...

What is a Final Smash? (Tuesday, May 29, 2007)
Smash now has the rough equivalent of a Hyper Combo (or a "powerful, personalized Hammer") in the Final Smash. Fighters can only use it only once only after they grab the coveted Smash Ball.


Moving and Shooting (Wednesday, May 30, 2007)
The first new technique revealed involves rapid-fire items like the Super Scope. It is now possible to shoot and move at the same time. Jumping, shooting, and walking now intertwine. Nifty.

Standard Combos (Monday, July 9, 2007)
This update introduces another tweak to an existing feature. Button-press combos can now be performed by holding down the attack button. That means that Meta Knight's super-speedy slashes can be done just by holding a button. (Note Sakurai's last comment. Heh. He's funny.)

Footstool Jump (Thursday, July 26, 2007)
This was the first technique to be completely new and not a modification of an existing technique. The Footstool Jump allows one to use their "enemy's spine as a spring". With a well-timed jump near an opponent's head. one can gain extra height. This can also be done in the air, where it will count as a Meteor Smash.

Tether Recovery (Thursday, August 16, 2007)
It's not exactly new, but it does have a name now. Characters like Zero Suit Samus and Ivysaur can latch onto the edges of levels by extending a long appendage/accessory to it. Afterwards, the player can retract to the edge and recover.

Gliding (Thursday, August 30, 2007)
This technique seems to be solely for characters with wings, and was first seen being done by Meta Knight. By performing a midair jump and holding the jump button, certain characters can engage in glider-style flight. Up or back tilts the player upward, while down or forward tilts the player down. Speed is determined by angle, and angle is determined by how you tilt. "You can't change direction, though, so be careful!"


Four Kinds of Control (Friday, June 8, 2007)
What was the first big news announcement occurred on June 8, when it was revealed that there would be 4 different ways to play the game: the Wii Remote (on its side), the Wii Remote/Nunchuk, the Classic Controller, and the Gamecube Controller (recommended by Sakurai). The fact that the announcement was in Game Modes could mean that different controllers have access to different in-game modes.

Names (Thursday, June 28, 2007)
Because Brawl offers four kinds of control, Sakurai implemented a shortcut in a feature introduced in Melee: names. Entering the names is different; you do so "like you would on your cell phone". Before you fight, you select your name. But now, there are "personalized button configurations". In Melee, you could change the rumble of a particular name. In Brawl, you can change the control of a particular name. Sakurai wants to make things even easier by allowing names to be saved on the Wii-mote, but apologizes in advance if it doesn't happen. (It looks as if Japanese characters are absent from the US version. Also, this is the first appearance of an in-game menu.)

Stickers (Wednesday, August 15, 2007)
A new, nifty addition for those who just love to collect. "Stickers are easier to get a hold of than trophies." Once collected, they can be used for decorating, creating "single frame comics", and saving screenshots.

Special Brawl (Thursday, September 13, 2007)
In Melee, there was a Special Melee mode that allowed players to fight under various, customized conditions. Special Brawl mode allows the player to do the customizing. And pretty much anything is customizable, so there are plenty of possibilities to make a truly special brawl.

Trophies (Monday, September 24, 2007)
The Stickers update confirmed trophies. Actually, the very first Subspace update confirmed trophies. The only thing this update was really for was seeing new ones, like Ooccoo (with description) from LoZ: TP, a Bulblax from Pikmin, and an F-Zero GX designed Dr. Stewart.

Tourney (Friday, September 28, 2007)
Tourney mode has also made a return from Melee. The only notable difference so far is that the number of entrants stops at 32 instead of 64.


This World... (Friday, July 20, 2007)
This update gave us the first hint of an official storyline for Smash. It is straightforward and a tad cryptic all at once. The trophy aspect is still in effect, but "someone...or something..." is attempting to break the "rules of this world". Which isn't good.

What is the Subspace Emissary? (Friday, August 3, 2007)
Of all the updates on the Dojo since its relaunch, this one was not only the most informative, but it offered the most eye candy, with a large number of screenshots and a 42-second-long movie (that confirms Peach). This new mode is a "robust side-scrolling action game" that aims to be much more than Melee's Adventure mode. Things that can be expected are legions of original and familiar creatures, quick cutscenes, and an emphasis on character development. "It's really something you won't see anywhere else."

The Subspace Army (Tuesday, August 21, 2007)
This update adds to the info for The Subspace Emissary by introducing some of the new threats. The Ancient Minister leads the Subspace Army, whose goal is "to cut apart the world and carry it into Subspace". The included video features a controversial additon to the Smash universe (see below).

Petey Pirahna (Friday, August 24, 2007)
The first boss of the new adventure mode turns out to be the recent prominent miniboss of Mario, Petey Pirahna. Many people were relieved to discover that Petey isn't playable, but some (like myself) were happy to just see him. During the battle, Petey attacks with the cages housing Peach and Zelda, leaving the player with a choice of who to free.

Pit's Descent (Monday, September 3, 2007)
Continuing the story from where the Subspace bomb supposedly exploded, this update focuses on Pit and Palutena, where the latter grants the former his Sacred Bow to try and right the wrongs of the Subspace Army. At least, that's what it looks like.

The Enemies From Subspace (Wednesday, September 19, 2007)
This update introduces some of the enemies one encounters in The Subspace Emissary. Some include: Roaders, which look like "motorized unicycles"; Bytans, which resemble colored Voltorbs that multiply; and the R.O.B. Squad...


Wi-Fi Play (Tuesday, September 18, 2007)
People had been left in the dark about Brawl's online capabilities since the game was announced. This update got the electricity back on, so to speak. Wi-Fi play has two main connection methods. The "With Friends" method is the more robust one, allowing players to check other players' status, see their names, and even send short messages by taunting. The "With Anyone" method is far more anonymous. There is no given information about anyone you encounter with this mode, allowing you to "think of your opponent as a simple scarecrow". As could be expected, distance affects online gameplay.


Tuesday, May 22 2007
The most basic level design-wise was revealed when the site relaunched. In this update, we learn that many of Brawl's stages will "undergo elaborate changes during battle". Battlefield goes from day, to dusk, to night, to dawn, and back to day again as fights go on. Apparently, we'll be playing the level "many times".

{{Delfino Plaza}}
Friday, June 1, 2007
Super Mario Sunshine's main overworld has been replicated in its entirety for Brawl. Much like Mute City's main platform, the Plaza's main platform flies around for a bit, and when it lands, it becomes a normal stage. It is possible to fight near where the Grand Pianta Statue's supposed to be, by the dolphin fountain (Noki Bay entrance), and at the Shine Gate, where two new platforms protrude. However, it seems a bit empty.

{{Yoshi's Island}}
Tuesday, June 12, 2007
The Yoshi's Island from Yoshi's Island has finally been made into a stage for Smash. There are only two main platforms, but the central, floating one tilts. Shy Guys, the Support Ghost, and Raphael Raven's moon make appearances as the stage goes through the four seasons.

{{Lylat Cruise}}
Friday, June 22, 2007
The Lylat Cruise is the most dynamic stage seen to date. A spacecraft called the Pleiades travels through the Lylat System as Smashers duke it out. They warp to different locations such as: Meteo (the asteroid field) while Star Fox blasts the asteroids; Corneria, in which the craft actually enters the atmosphere; and an epic outer space dogfight. The ship has four platforms: a central one and three overhead ones in a row. Sakurai questions the logic of this level ("How are they breathing? And why is there gravity?") but quickly dismisses it as it's Smash.

{{Eldin Bridge}}
Friday, July 6, 2007
Eldin Bridge comes from the recent little game called Twilight Princess. The stage is about as big and flat as Final Destination, with an interesting, possibly familiar twist. The "enemy leader" King Bulbin appears from time to time and blows up the bridge with bombs. This turns the stage into two fairly small platforms with a huge gap in the middle. After a little while, the gap is restored to a bridge thanks to a portal.

Friday, July 13, 2007
Animal Crossing's town has been Brawlified. It even comes with a custom name (and a currently exclusive leaf emblem). Sakurai went even further and made the town's time of day match the Wii's, like the original game. He even included Totakeke's live Saturday night performances! The level's layout resembles that of Yoshi's Island: large platform with one small floating central one.

{{Rumble Falls}}
Monday, July 23, 2007
The stage that aims to be the new Icicle Mountain happens to be representative of Donkey Kong's universe, specifically Jungle Beat. Unlike Icicle Mountain, this stage only goes up. This brings the fight for survival to a whole new level. Players gain the ability to climb ladders here. And when one reaches the top..."Hmm...I wonder..."

Wednesday, July 25, 2007
This was the first time two stage updates were within a week from each other. Skyworld, "Pit's home turf", has been seen before in the Nintendo World trailer. The layout is different from most, and so are the fully destructible platforms. Each platform can be destroyed after a certain amount of abuse, leaving just empty space until restoration. It could be possible to destroy all platforms at one time, leaving nothing...or maybe it's just the blue ones that break.

{{Castle Siege}}
Thursday, August 2, 2007
Castle Siege represents all Fire Emblem castles at once, as "it's not set in a particular castle, nor is it from a particular game in the series". The premise is obvious; Brawlers duke it out as the castle endures heavy fire from an unknown force. After some time, the main floor breaks, and the battle moves to the inside of the castle. Then, after some more time, that floor breaks, leading to the mysterious underground...

Friday, August 31, 2007
The last update of August just happened to be a stage. An incredibly dynamic stage at that, being based off of the manic WarioWare games. The level plays like a Megamix, beginning in an elevator that takes the fighters to different "games" of extremely short length and varying degrees of danger. It is the first mostly two-dimensional stage featured.

{{Pokemon Stadium 2}}
Thursday, September 6, 2007
Another previously seen stage was added to the list when Pokemon Stadium 2 was announced. This stage derives from the original, but is given some key upgrades. Instead of "Water", "Grass", "Fire", and "Rock", we get "Electric", "Ground", "Flying", and "Ice". Instead of being aesthetic changes, these changes heavily affect fights in various ways ranging from decreased traction (Ice) to greatly increased jumping prowess (Flying). We even get some guest Pokemon in the background, like Dugtrio.

{{Battleship Halberd}}
Wednesday, September 12, 2007
"It's Meta Knight's battleship...isn't it?" Another stage we saw coming, this hyper-dynamic level starts out in a hangar. The ship takes flight soon after, and the platform follows it until it finally lands on the dangerous deck. As in Kirby Super Star, the ship fights back with a double-barreled battery and an arm. This will be one of the more important levels in Adventure Mode.

{{Shadow Moses Island}}
Tuesday, October 2, 2007
In terms of specialized interaction, this level wins. Shadow Moses Island sports two tall, destructible towers and a spotlight that appears to stop fighters dead in their tracks for a short time. When Snake fights here, he gets to have conversations with members of his "crew" Otacon and Mei Ling about the characters he encounters. Two of the Metal Gears, REX and RAY, also show up.



{{Gooey Bomb}}
Thursday, May 24, 2007
The Gooey Bomb was the first revealed new item at the dojo. It is like the Motion Sensor Bomb, except it can also stick to people. Touching another player may make it stick to them. After an undisclosed amount of time, it explodes. Pretty cool.

{{Cracker Launcher}}
Thursday, May 31, 2007
A week after the Gooey Bomb was unleashed, we were greeted with the Cracker Launcher, a firecracker launcher that can be comparable to a ranged Hammer. When you pick it up, you can move, jump, and aim(?) as it fires wave after wave of pretty, deadly firecrackers. (I hope it can backfire, just like Hammers can break.)

{{Crates & Barrels}}
Thursday, June 14, 2007
Crates and Barrels have returned with new twists. They now change with the environment, becoming futuristic on sci-fi levels and presents on "more fantastic stages". Also, as Barrels can roll away, Crates can now slide away unexpectedly. Crates can now be stood on as well (at least the sliding ones).

{{Banana Peel}}
Wednesday, June 27, 2007
"When a banana peel gets dropped, everybody pretty much knows what's gonna happen next." This Mario Kart-like item isn't very subtle, but it causes characters to slip and fall on their back, rendering them vulnerable to attack, which isn't bad. It appears that they don't vanish when they do their job, meaning multiple slips could be possible with one peel.

Wednesday, July 11, 2007
"After a whole nine years", the Bumper returns to Smash. It's good to finally see it in actual 3D. Otherwise, it still functions mostly the same, knocking people away at low trajectories; it can now be set in midair, like a Flipper.

Tuesday, July 31, 2007
This Animal Crossing item is another one of those items that messes people up, and is for you if "you love playing tricks on others". If placed in the ground, it vanishes, and players who make contact with it get buried for easy access. If it hits someone, it'll force them to pass through pass-through floors.

{{Smoke Ball}}
Monday, August 6, 2007
Compared to the previous 3 updates, this particular one seemed to slow things down. This item "has absolutely no effect on characters", and is meant to make things tricky for fighters. When the ball hits something, it releases a cloud of colored smoke. The smoke can make it hard for others to see what another character is doing. Activated balls can be held and carried.

{{Franklin Badge}}
Friday, August 10, 2007
This item marks the first representation of EarthBound/MOTHER on the site. It's function is special. Whoever dons this badge can deflect projectiles automatically, without doing a thing. It's small, so it'd be smart to notice when it wears off. "Otherwise, you'll regret it."

{{Superspicy Curry}}
Monday, August 27, 2007
This item is the first to represent the Kirby franchise. It has an interesting, yet obvious, effect. When one takes a bite, flames shoot out from his/her mouth, and they just keep coming. It's like an automatic Fire Flower, except attacks can be done while using it, opening up unforeseen combo opportunities.

{{Golden Hammer}}
Monday, September 17, 2007
You thought the Hammer was godly before? Well, take a gander at the Golden Hammer. This hammer "appears on a very important looking pedestal", and for good reason. Not only does the Golden Hammer possess increased power and swing speed, but it is possible to hover in the air by rapidly tapping the button. Like a normal Hammer, it can malfunction and become the Golden Squeaky Hammer.


{{What are Assist Trophies?}}
Monday, July 2, 2007
The first update of July was, to say the least, unexpected. The Assist Trophy is a very new, very special, very speculative item that is essentially a Nintendo Ball version of a Pokeball. When a fighter grabs one of these capsules, a Nintendo character will pop out and do various attacks; like a Pokemon, he/she/it is uncontrollable and usually invincible. It seems that the main purpose of this addition was to make as many people happy as possible with the characters that show up for the "festival". The trophies allow players to "enjoy even more characters who couldn't quite make it". Confirmed assists are: Hammer Bro, Nintendog, Samurai Goroh, Dr. Wright, Knuckle Joe, Devil, and Andross.

{{Samurai Goroh}}
Monday, July 2, 2007
Samurai Goroh makes a guest appearance from the F-Zero universe, specifically F-Zero GX, and is the first to "represent" the series on the site (not really, but kinda). He appears as an assist that mercilessly slashes at foes with his katana. Because he was one of the most eligible of characters who could've become an actual fighter from F-Zero, it makes one wonder if Falcon will be all alone in his series again...?

{{Dr. Wright}}
Tuesday, July 10, 2007
That green-haired guy from the SNES version of SimCity has become an assist trophy. His ability is a no-brainer: by his command, skyscrapers sprout from the ground out of nowhere, launching foes upward.

{{Knuckle Joe}}
Friday, July 27, 2007
The Kirby universe gained another representative with Knuckle Joe, complete with most of his signature moves. When summoned, he barrages opponents with his Vulcan Jab. When that's over, he ends it with one of two attacks: the Smash Punch, a strong punch that sends a fist-shaped projectile out; or the Rising Break, Knuckle Joe's Shoryuken.

Tuesday, August 14, 2007
Another relatively (very) obscure choice for an Assist Trophy, Devil, who appeared in the NES game Devil World, completely controls the screen. He points in the direction it would be wise to move in. Then the stage scrolls in that direction. Dangerous.

Tuesday, August 28, 2007
Andross hails from the original Star Fox, and as such, he takes on his original appearance. When summoned, the head moves to the back of the screen, inhales, and shoots out a stream of polygonal panels that damages foes.

Tuesday, September 11, 2007
"Lyndis" marks the third representation of the Fire Emblem series. Her functions as an assist trophy can easily be guessed just by looking at her. But her sword method differs from Goroh's in the sense that she slices once, quick and hard. (Grabbing is encouraged.)

{{Mr. Resetti}}
Wednesday, September 26, 2007
This update unconfirmed Mr. Resetti as the possible Animal Crossing rep, instead giving him the job of assist trophy. However, as anyone who's ever played Animal Crossing knows, he doesn't help anybody do anything. He just talks. A lot.

Wednesday, October 3, 2007
This update confirms two assist trophies, both pixelated. Excitebikes drive all around levels running people down. Lakitus and Spinies are also present, and function the exact same way as in Super Mario Bros.


{{What are Poke Balls?}}
Tuesday, June 5, 2007
Poke Balls have returned, and they're huge. They still function the same: throw them, and a Pokemon will pop out and cause damage to anything in its way (unless it's Goldeen). Chikorita and the aforementioned fish are confirmed returning Pokemon.

Tuesday, June 5, 2007
Team Magma's ultimate goal was the first revealed new Pokemon for Brawl. It is like Moltres, as it burns whatever it touches, except it is much larger. It walks around the level.

Tuesday, July 17, 2007
After over a month, Sakurai revealed the next legendary Pokemon. Deoxys was one of the "popular" Pokemon many fans wanted playable like Lucario and Blaziken. Instead, they get Deoxys' Hyper Beam, which knocks foes away, and hard.

Monday, September 10, 2007
The first Pokemon from the most recent generation to be revealed was Munchlax, the pre-evolved form of Snorlax. Unlike Snorlax, Munchlax doesn't really hurt anyone. He just eats. Items, that is.

Thursday, September 20, 2007
The first starter from the most recent generation, Piplup aims to be the new Marill with its Surf attack. It drags foes along with it as it slides, and "the simpler the stage, the greater the effect of this may be."


The Musicians (Tuesday, May 22, 2007)
Sakurai seemed really excited about this one, calling the amount of featured musicians "an historic event in the history of video game music". With over 30 musicians of high prestige and varied style, it just might be. All of them were asked to arrange their favorite tunes, which will result in a lot of songs. This update featured one such song, the Battlefield music, "Menu 1", arranged by Motoi Sakuraba, which sounds rather epic.

Yoshi's Story: Ending (Monday, June 4, 2007)
This arrangement by Masafumi Takada is the first from Yoshi's Story to not be the main theme (in its entirety, anyway), but the end theme. It's very tropical, and slightly faster than the original.

Metroid: Boss Battle Music (Ridley's Theme) (Wednesday, June 13, 2007)
This arrangement by Yusuke Takahama is of Ridley's fight theme. It "features a subtle sense of cruelty and tension", and is arguably the best musical update so far.

The Legend of Zelda: Ocarina of Time Medley (Tuesday, June 26, 2007)
This "extravagant" arrangement by Michiko Naruke is the third longest song on the site at 1:28 in length. It is a combination of staple songs in Ocarina of Time: Song of Storms (Windmill Hut, Kakariko Village), Epona's Song (Lon Lon Ranch), Song of Time (Temple of Time), Saria's Song (Lost Woods), and Zelda's Lullaby (Zelda's Theme).

Star Fox: Space Armada (Monday, July 16, 2007)
This new arrangement by Kenji Ito is of Star Fox, and is based off the arrangement for Corneria in Melee. Like most Brawl songs heard, it can be best described as epic.

Kid Icarus: The Underworld (Wednesday, August 8, 2007)
This arrangement by Sakai Shougo is of the Grim Reaper and Game Over themes of Kid Icarus, which Sakurai believed were "the most memorable themes for players". He goes on to say that it may sound "a bit forced". It's lighter than previous arrangements, which makes sense.

Animal Crossing: Go K.K. Rider! (Thursday, August 23, 2007)
This arrangement by Keigo Ozaki is based off the Animal Crossing song of the same name. It manages to be appropiate for a fighting game when most songs from the game are "pretty serene". It kind of sounds like a theme song for a superhero.

My Music (Friday, Septmeber 7, 2007)
The most informative music update since the section's introduction. My Music is a way to prioritize which songs play on certain levels. This info coupled with the screenshots (see the arrows?) indicate just how massive this game's soundtrack could be, even though "there may be songs from other games that are left as is". There is also a new collectible called a CD. You can guess what that does. Yeah. More songs.

Pokemon: Pokemon Stadium/Evolution (Friday, Septmeber 7, 2007)
This arrangement by Kenichi Okuma is of the Pokemon Stadium theme, or "Gym", coupled with the song that plays during a Pokemon's evolution. tikitikirevenge best described it as minimalist: not a lot going on, but enough to make it workable.

Super Smash Bros. Brawl: Main Theme (Friday, September 7, 2007)
Composed by the great Nobuo Uematsu and arranged by the talented Shogo Sakai, this song first welcomed us into the realm of Brawl way back in May of '06. Now "the core of this game" has its place on the site, which is great.

Metal Gear Solid: MGS4 Love Theme (Smash Bros. Brawl Version) (Friday, September 21, 2007)
This "majestic" arrangement by Akihiro Honda is the only song to stem from an unreleased game (other than Brawl itself). Apparently, it is another version of the Love Theme from Metal Gear Solid 4: Guns of the Patriots. It "will be played on a stage with a Metal Gear Solid motif." It is the second longest song on the site at 1:31 in length.


{{15 Second Movie Presentation}} (Thursday, June 12, 2007)
This early update made it official. Super Smash Bros. Brawl had been announced being released on December 3rd, 2007, but the update included that precious, precious date on the site. It also came with a little treat (very little): 15 seconds of new gameplay footage featuring the Volt Tackle, Giga Bowser, the Cracker Launcher, DK, and, well...watch it.

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