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Petey Piranha#
Curiously, an unused set of animations pertaining to Mario series regular Petey Piranha exist in the files, despite Petey making no appearance whatsoever in either the 3DS or Wii U versions. The files are present in "bosspackun", found within the "enemy" subfolder inside of the "motion" directory, which includes the animation files for bosses and Smash Tour hazards such as Koffing and Souflee.
Included within the "main.pac" file are a series of animations which are completely different to those used in the Petey Piranha boss fight in Super Smash Bros. Brawl. This would appear to imply that Petey was intended to be used as a stage boss, similarly to Ridley, The Yellow Devil, Nabbit and Metal Face. This theory is further supported by these files not being included in the 3DS version in any capacity, in addition to all of Petey's animations being prefaced with "EnmBosspackun", "Enm" also being used for the stage bosses mentioned above.
Even more curiously, there are no leftover models, textures, sounds or parameters with which these animations would correspond to, as only the animations appear to remain in the game. Because of this, the only way to view the animations is to impose them over a pre-existing model. The lack of leftover assets would appear to imply that Petey Piranha was scrapped at a very early stage in development.
The list of animations are as seen below:
EnmBosspackunBodyMainBreath
EnmBosspackunBodyMainBreathFinish
EnmBosspackunBodyMainBreathHold
EnmBosspackunBodyMainBreathStart
EnmBosspackunBodyMainDamageAir
EnmBosspackunBodyMainDeath
EnmBosspackunBodyMainDown
EnmBosspackunBodyMainFall
EnmBosspackunBodyMainFire
EnmBosspackunBodyMainGetup
EnmBosspackunBodyMainIce
EnmBosspackunBodyMainJump
EnmBosspackunBodyMainJumpBite
EnmBosspackunBodyMainJumpBiteFinish
EnmBosspackunBodyMainJumpBiteHold
EnmBosspackunBodyMainJumpBiteLanding
EnmBosspackunBodyMainLanding
EnmBosspackunBodyMainSpin
EnmBosspackunBodyMainSpinAir
EnmBosspackunBodyMainSpinFinish
EnmBosspackunBodyMainSpinFinishAir
EnmBosspackunBodyMainSpinStart
EnmBosspackunBodyMainSpinStartAir
EnmBosspackunBodyMainTurn
EnmBosspackunBodyMainTurnAir
EnmBosspackunBodyMainWait
Additionally, a set of strings related to Petey can be found in the game's executable. These strings also appear in the 3DS version's executable but in a different, non-sequential order.
eff_enem_MA_Bosspackun_ZANZOU01_ADD
eff_enem_MA_Bosspackun_ZANZOU02_ADD
eff_enem_MA_Bosspackun_ZANZOU03_ADD
eff_enem_MA_Bosspackun_ZANZOU04_ADD
eff_enem_MA_Bosspackun_ZANZOU05_ADD
eff_enem_MA_Bosspackun_ZANZOU06_MOD
eff_enem_MA_Bosspackun_ZANZOU07_MOD
eff_enem_MA_Bosspackun_ZANZOU08_MOD
eff_enem_MA_Bosspackun_ZANZOU09_MOD
eff_enem_MA_Bosspackun_ZANZOU10_MOD
(Source: Crashandcortex, Ehm)
Fighters#
Meta Knight#
Meta Knight has several unused animations pertaining to gliding, a feature which was removed from the previous game. These include startup (A07GlideStart), the end of the glide (A07GlideEnd), attacking (A07GlideAttack), landing (A07GlideLanding), direction guiding (A07GlideDirection) and wing animations (A07GlideWing). A07GlideStart:
A07GlideEnd:
A07GlideAttack:
A07GlideLanding:
A07GlideDirection:
A07GlideWing:
Pit and Dark Pit#
Pit and Dark Pit have several unused animations pertaining to gliding, a feature which was removed from the previous game. These include startup (A07GlideStart), the end of the glide (A07GlideEnd), attacking (A07GlideAttack), landing (A07GlideLanding), direction guiding (A07GlideDirection) and wing animations (A07GlideWing). (Both Dark Pit and Pit uses the same animations) (Charizard, the only other character capable of gliding in Brawl, does not have any of these leftover animations) A07GlideStart:
A07GlideEnd:
A07GlideAttack:
A07GlideLanding:
A07GlideDirection:
A07GlideWing:
Rosalina#
An unused down smash animation for Rosalina, titled AttackLw42. The down smash animation used in-game, which this animation occurs immediately after, is titled AttackLw4.
Roy#
Titled Attack12, this animation is clearly a 2nd neutral attack for Roy, who unlike Marth & Lucina, does not have any consecutive neutral combos. The animation is identical to Marth's, and was likely ported over from Marth's animation directory.
King Dedede#
FinalSwingMiss and FinalAirSwingMiss, which as the name implies, shows Dedede missing wildly with a hammer strike during Dedede Burst, his Final Smash. Even if the hammer swings miss, Dedede continues the animation as if they have landed, rendering this animation unseen. FinalSwingMiss:
FinalAirSwingMiss:
Giga Mac#
The animations for Little Mac's KO Punch (SpecialN2 and SpecialAirN2) were ported over to Giga Mac's animation archive, despite Giga Mac being unable to use the KO Punch, as the Power Meter disappears upon activating Little Mac's Final Smash. On a side note, Giga Mac's arms contort horribly during the animation...
SpecialN2:
SpecialAirN2:
Diddy Kong#
2 unused animations of Diddy Kong mischievously laughing, titled SpecialLwLaugh and SpecialAirLwLaugh respectably, which were also unused in Super Smash Bros. Brawl. The names indicate that they were related to Banana Toss, and likely would've been used when an opponent trips over one of Diddy's bananas. SpecialLwLaugh:
SpecialAirLwLaugh:
Zero Suit Samus#
Although her character model has no unused animations, the animation for Zero Suit Samus' old forward smash from Brawl can still be found in the animation archive for her plasma whip, titled AttackS4S.
Wario#
A landing lag animation exists for the fully charged Wario Waft, with the name SpecialLwLandingFlyR. However, the Wario Waft almost instantly transitions into the normal falling animation upon use, and propels Wario too high for any landing lag to ever occur.
Olimar/Alph's Pikmin#
All 5 different colours of Pikmin have leftover animations from Olimar's Brawl up-B special move Pikmin Chain, one where they connect with the ledge (SpHiConnect), and an idle animation of them clinging onto it (SpHiCliffWait). As Pikmin Chain was replaced by Winged Pikmin, and Pikmin briefly disappear when Olimar or Alph reach a ledge, neither of these animations ever come into play.
Example of a blue Pikmin doing SpHiConnect:
Example of a blue Pikmin doing SpHiCliffWait:
Bayonetta#
Four mysterious winning animations are in fighter >Bayonetta >motion >result. They are called J02Win2b.omo, J02Win2bWait.omo , J02Win3b.omo and J02Win3bWait.omo, which means Bayonetta was supposed to have variations of her default winning animations (J02Win2.omo, J02Win3.omo). Unfortunately, they contain no animations, and thus cannot be seen.
Kirby#
There are mouth animations that are never used in-game (since faces/expressions swaps out instead of having moving face with animations). The mouth can be seen moving with the neutral b mouth (inhale). They are most likely a leftover from Super Smash Bros. Brawl, where his mouth moved all the time. This can best be seen with Neutral air, that has a somewhat creepy smile at the end (like in Brawl), probably because the character's bones have been shifted around.
(Source: Crashandcortex)
(Source: Smash Forge team (For making the tool used for the gifs))
Smash Run Enemies#
Many of the enemies from Smash Run in the 3DS version have all of their animations still present in the same "motion" > "enemy" folder the Petey Piranha animations listed above are present in, despite either being repurposed for Smash Tour or not being in the Wii U version at all. Because of this, Smash Tour obstacles such as the Reaper, Koffing, Souflee, TAC, the Iridescent Glint Beetle and others all have leftover animations used in Smash Run which aren't used in the game at all.