This is a sub-page of Super Smash Bros. Melee.
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Stage-Specific#
Great Bay Laboratory Interior#
In earlier versions of the game, the lab in Termina: Great Bay could be entered (it contained openings on the left and right sides) and stood on top of. This idea was eventually canned and the laboratory was closed and moved to the background, no longer being part of the arena. However, the lab still has some textures and models of some pipes inside of it, likely remnants from the initial idea.
(Source: Dark Linkaël)
TEST's Textures#

The textures of the test stage "TEST".
Hidden Rice Ball#
In Eagleland: Onett, inside the planter in front of the Drug Store is a small rice ball. It can be seen with a hacked camera. This oddity is also present in Super Smash Bros. Brawl's version of the stage, but is absent from Super Smash Bros. for Wii U and Super Smash Bros. Ultimate.
Sushi Board#
In Mushroom Kingdom, a tiny sushi board is hidden within the left side of the scale platforms.
Pokémon Stadium Textures#
These two textures are included with the files for Pokémon Stadium. The one on the left says "test" and was likely used to test the display on the big screen, while the tiny texture on the right says "dummy" and is used as a placeholder for the screen. The files are named GrdPStadiumOVTest and GrdPStadiumDummy, respectively. These textures are also present in Super Smash Bros. Brawl's version of the stage. The dummy texture is in the files to indicate where the screen is while the test background is hidden behind the other screens for the stage transitions.
Also included in Pokémon Stadium's textures is the background seen on the How to Play video included on the disc. While it can be seen in the How to Play Video, there is no known way to see this appear on the stage during actual gameplay. This texture and the "test" screen texture are both the same size as the textures used for Pokémon Stadium's various element graphics that indicate stage transformations, but in the How to Play video this texture is shown to stretch across the screen rather than maintaining the texture's original aspect ratio. This texture is hidden behind the other screens and the stage must be edited to make the How to Play screen present.
Fourside#
In Fourside, two unused globe textures can be seen below the buildings in the background.
Trophy-Related#
Plum's Secret Weapon#
Among Plum's trophy's textures is a picture of an M16 assault rifle. This is actually used as a reflection texture.
Lugia's Mouth#
The Lugia trophy has a texture for the inside of its mouth.
Roy's HAL Copyright#
A couple of Roy's textures that pertain to his accessories have some hidden text that reads "©HAL LABRATORY.INC". Once again, HAL demonstrates that they're not very good at spelling their own name.
No other character has this unique "signature" in their textures, which probably suggests that these were done late in development.
Reflections#
While not actually unused, several trophies have interesting reflections that are barely noticeable in-game.
The Ayumi Tachibana trophy has a heavily-embossed cat's face.
The Fire Kirby trophy has an embossed baby's face.
The Metroid trophy has a section of the Super Metroid title screen!
The Metal Mario trophy has a grayscale reflection of the Yoshi's Island stage.
The Ocarina of Time trophy has a small reflection of the sky.
Several trophies use this reflection. Notably, it's a screenshot of Osohe Castle used in promotional 64 Dream articles for the scrapped N64 version of Mother 3.
(Source: Earthbound 64 Promo site)
Leftover Textures#
The Pokémon models are all lifted directly from the Pokémon Stadium games, and thus have unseen remnants.
Blastoise#
The inside of Blastoise's mouth is not seen, as its mouth is not animated to open.
Miscellaneous#
Early Title Screen#
GmTitle.usd contains an early title screen seen in pre-release footage of the game. GmTitle.dat is the same version, with the logo only being replaced by the japanese logo.
GmTitle.usd |
GmTitle.dat |
Final |
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Removed Timed Mine Item#
Found in MnExtAll.dat alongside the Item Switch menu textures is a texture for the Timed Mine from GoldenEye 007, an item which doesn't appear in the final game. The international versions, as detailed on the sub-page, were able to use the Proximity Mine's design for the Motion Sensor Bomb item, so licensing issues are unlikely.
Audio leftovers also exist for this item, as the unused audio file titled SFX_IT_CLOCKBOMB_COUNT includes a ticking sound which continually loops.
(Source: Crashandcortex)
Hand Icons#
Emblem graphics for a left hand and a right hand are in IfAll.dat. They were likely intended to be unique emblem graphics for Master Hand (the right hand) and Crazy Hand (the left hand), but they share the generic Super Smash Bros. series logo with Giga Bowser and the Fighting Wire Frames in-game.
These graphics are conspicuously absent from any other archive which includes the rest of the game's series logos, including the results screen.
Coming Soon#

Leftovers from a demo version, found at IfComSn.dat. This was used in the Interactive Multi-Game Demo Disc November 2001 disc as well as the Dairantou Smash Bros. DX Taikenban demo disc, both exclusive to Japan. The file still functions as it did for demos if loaded by the game.
(Source: Pasta937)
Unused Event Match Character Tags#
These textures (found in MnMaAll.dat) correspond to the character nametags used on the Event Match menu. However, since there are no Event Matches where you are forced to play as these characters, they go unused.
Random Stage Preview#
When you hover the cursor over a stage on the stage select screen, a small 3D preview render appears behind the name on the lower-left. While the "RANDOM" option shows no preview, it does have one, albeit just off-screen to the right.
The preview render itself is a simple tilted and tall structure that doesn't line up with any stage (used or unused) in this game or the previous one.
Dummy#
In GmRst.dat is this texture, which reads "It's a dummy".
LUPE#
Found in IfAll.dat.



