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    Nostalgia FAQ by CyricZ

    Version: 1.0 | Updated: 12/07/08 | Printable Version | Search This Guide

    NOTE: This is an information guide, not a guide on how to beat the game.  If 
    you ask me how to beat or find or unlock something, I will ignore you.
    
    NOTE #2: If you wish to submit information that I'm missing, feel free to do 
    so.  In particular, I might need some gap-filling in the F-Zero, Pokémon, 
    Animal Crossing, and Mother series.
    
    NOTE #3: As a less important bit, I'd ask that if you're going to help, 
    please try to be as specific as possible.  For instance, don't just tell me 
    that Snake's alternate costumes are his camo, tell me which specific ones.  
    Or for music, tell me not only what a song is, but when it's heard.
    
    ******************************************************************************
    Super Smash Bros. Brawl
    Nostalgia FAQ
    An In-Depth FAQ by CyricZ
    Version 1.0
    E-mail: cyricz42 at yahoo.com
    ******************************************************************************
    
    1. Introduction
    2. FAQ
    3. Character Bios and Histories
       3A. Mario
       3B. Donkey Kong
       3C. Link
       3D. Samus
       3E. Yoshi
       3F. Kirby
       3G. Fox
       3H. Pikachu
       3I. Bowser
       3J. Peach
       3K. Zelda/Sheik
       3L. Ice Climbers
       3M. Meta Knight
       3N. Pit
       3O. Wario
       3P. Ike
       3Q. Pokémon Trainer
       3R. Diddy Kong
       3S. Lucas
       3T. King Dedede
       3U. Olimar
       3V. Ness
       3W. Marth
       3X. Luigi
       3Y. Falco
       3Z. Captain Falcon
       3AA. Lucario
       3BB. R.O.B.
       3CC. Mr. Game & Watch
       3DD. Ganondorf
       3EE. Jigglypuff
       3FF. Toon Link
       3GG. Wolf
       3HH. Snake
       3II. Sonic
       3JJ. Notes on the Animal Crossing Series
    4. Characters in Game
       4A. Mario
       4B. Donkey Kong
       4C. Link
       4D. Samus
       4E. Yoshi
       4F. Kirby
       4G. Fox
       4H. Pikachu
       4I. Bowser
       4J. Peach
       4K. Zelda/Sheik
       4L. Ice Climbers
       4M. Meta Knight
       4N. Pit
       4O. Wario
       4P. Ike
       4Q. Pokémon Trainer
       4R. Diddy Kong
       4S. Lucas
       4T. King Dedede
       4U. Olimar
       4V. Ness
       4W. Marth
       4X. Luigi
       4Y. Falco
       4Z. Captain Falcon
       4AA. Lucario
       4BB. R.O.B.
       4CC. Mr. Game & Watch
       4DD. Ganondorf
       4EE. Jigglypuff
       4FF. Toon Link
       4GG. Wolf
       4HH. Snake
       4II. Sonic
    5. Subspace Emissary
    6. Stages
       6A. Brawl Stages
       6B. Melee Stages
    7. Items
       7A. Regular Items
       7B. Pokéballs
       7C. Assist Trophies
    8. Music Analysis
       8A. Super Smash Bros. Brawl
       8B. Super Smash Bros.
       8C. Super Mario Bros.
       8D. Mario Kart
       8E. Donkey Kong
       8F. The Legend of Zelda
       8G. Metroid
       8H. Yoshi's Island
       8I. Kirby
       8J. Star Fox
       8K. Pokémon
       8L. F-Zero
       8M. EarthBound (Mother)
       8N. Fire Emblem
       8O. Kid Icarus
       8P. WarioWare, Inc.
       8Q. Pikmin
       8R. Animal Crossing
       8S. Nintendo
       8T. Metal Gear
       8U. Sonic the Hedgehog
       8V. Fanfare
    9. Standard Guide Stuff
       9A. Legal
       9B. E-mail Guidelines
       9C. Credits
       9D. Version Updates
       9E. The Final Word
    
    ******************************************************************************
    1. INTRODUCTION
    ******************************************************************************
    
    Welcome to my Nostalgia FAQ for the third game in the venerable Smash Bros. 
    franchise, Super Smash Bros. Brawl, for the Nintendo Wii!  Like Melee before 
    it, this game is a treasure trove of nostalgia for the Nintendo fan, dating 
    back all the way to Nintendo's earliest days as a game company.  In this 
    guide, you'll find complete bios for all playable characters, as well 
    examinations on how the characters act in game.  Additionally, there are 
    sections for the stages, items, and all the wonderful music, as well.  Enjoy!
    
    ******************************************************************************
    2. FAQ
    ******************************************************************************
    
    Q: What is the "Smash" Emblem?
    
    A: Well, for those of you who don't know at all, the Smash Emblem is that 
     circle with the perpendicular lines cut out of it that serves as the 
     insignia for the Smash Bros. series, used as the Emblem for guys such as the 
     Fighting Polygons and Wireframes, and pasted over Crates and Barrels.  Its 
     origin goes back to the original Super Smash Bros., where the setting was 
     a child's room, and the characters were action figures.  The emblem 
     represents the sun (or perhaps the moon) shining through the window and 
     being partially obscured by the window's frame.
    
    Q: What do you mean by "Roles"?  I've seen Mario in lots of different games 
     as a cameo appearance.
    
    A: I tend to define "roles" as either a starring role, a major supporting role 
     (ie. in Super Princess Peach for Mario), or part of an ensemble cast (ie. 
     Mario Party or Smash Bros.).  Cameos will not count.  Remakes will count.  
     Ports may not count if I feel they lack signficance.  Also games that have a 
     larger story but feature (Mario) games inside them will not count, such as 
     the WarioWare series, all of which have Mario microgames in them, but I'm not 
     including them.  Also, all dates, unless referenced to being Japan only, are 
     American release dates.
    
    Q: Did you know you're missing some games from the Character list?
    
    A: I'm sure I am, particularly for the Mario characters.  HOWEVER, don't 
     bother telling me about games that were released after 2008.  Since SSBB came 
     out in early 2008, we're only concerning games released or announced at that 
     time, and I've chosen 2008 as a cutoff date.
    
    ******************************************************************************
    3. CHARACTER BIOS AND HISTORIES
    ******************************************************************************
    
    Info contained here can be considered entirely independent of the Super 
    Smash Bros. series.  What you're getting here doesn't relate to the game, but 
    is useful in knowing where each character comes from, and what they're known 
    for.  This may not be as useful for folks like, say, Mario, but perhaps for 
    the more obscure ones.
    
    ===========
    3A. Mario =
    ===========
    
    Culture: 
     Ask anyone (gamer or not) the first thing that comes into their mind when you 
     say "video game", and chances are greater than not that they'll respond 
     "Mario".  Following the video game crash of the mid-80's, Mario represented 
     to the whole world the shining beacon of the Nintendo Entertainment System, 
     and began the over-twenty-year reign of the culture of video games.  Today, 
     he remains the mascot of Nintendo.  Originally conceived as the character 
     "Jumpman" to be Donkey Kong's nemesis, Mario earned his name from Nintendo of 
     America's landlord, Mario Segale.  
    
     Mario's voice is provided by Charles Martinet, who has been doing so widely 
     since Super Mario 64 (although his first role was actually Mario's Game 
     Gallery, released in 1995), and he has been portrayed live in television by 
     "Captain Lou" Albano, and by Bob Hoskins in the Super Mario Bros. movie.  
     Other actors that have provided Mario's voice in animation include Walker 
     Boone and even the great Peter Cullen (voice of Optimus Prime) in the old 
     Saturday Supercade cartoons.
    
     As a bit of counterculture, Mario has also become synonymous among certain 
     circles of being the icon of the "kid-friendly" nature of Nintendo, as his 
     personality tends to be optimistic and happy-go-lucky.
    
    Character: 
     I swear, one of these days, we'll get to do some actual plumbing in a Mario 
     game.  Although it's mostly an informed attribute, Mario is a plumber by 
     trade from Brooklyn, NY.  An accident involving a pipe transported him and 
     his brother Luigi into the fantasy world: the Mushroom Kingdom.  Throughout 
     his life there, Mario has served as the kingdom's official "adventurer", and 
     stands as the first (and let's face it, last) line of defense against the 
     forces of Bowser Koopa.  He maintains a solid, yet forever platonic, 
     working relationship with the Mushroom Kingdom's ruler, Princess Peach.
    
     The preceding established canon is actually conflicted when it's learned 
     that Mario and Luigi have been in the Mushroom Kingdom since being babies 
     delivered by the stork.  Arguments surrounding this are usually academic, 
     as the series has never been one to hold a serious continuous storyline.
    
     Apparently, the only true ability he has attributed to his own nature is an 
     incredible jumping ability, but the magical Mushroom Kingdom (and surrounding 
     lands) often provide him with an opportunity to invoke many abilities.  
     Recent games in the series also tie him to the hammer as his weapon of 
     choice, which dates back to the original Donkey Kong.
    
    Appearance: 
     Mario is a slightly portly, and not very tall Italian fellow.  He has brown 
     hair, but a darker colored mustache.  His traditional outfit consists of a 
     red shirt and blue jean overalls, a red painter's cap with his initial "M" 
     on the front, brown boots, and white gloves.  Being the mascot of Nintendo, 
     and a character that appears often in varying games, Mario has adopted 
     different costumes over the years, including a doctor's outfit, various 
     sporting outfits, as well as in-universe costumes for different games (such 
     as the Tanooki suit).
    
    Series:
     The Mario franchise is a bit of a whirlwind of styles.  Being Nintendo's 
     mascot character, whenever a new IP comes out of the developing houses, 
     there's a good chance the plumber's likeness will be slapped onto it to 
     move merchandise.
    
     That said, the "Mario series" as people tend to know it has roots in what's 
     known as "platforming".  In a platform series, areas are presented to the 
     player, and they must run, jump, and use their skills to reach the goal.  
     They're usually action-oriented, and often involve "platforms" suspended over 
     a bottomless pit, hence the name of the genre.  Specifically, the Mario 
     series puts Mario (and sometimes his brother Luigi) in a series of areas 
     and has him reach the end of each area.
    
    Roles:
    1981 -- Donkey Kong (Arcade)
    1982 -- Donkey Kong Jr. (Arcade) 
    1982 -- Donkey Kong (G&W)
    1982 -- Donkey Kong Jr. (G&W)
    1983 -- Mario Bros. (Arcade)
    1983 -- Mario's Cement Factory (G&W)
    1983 -- Mario Bros. (G&W)
    1983 -- Mario's Bombs Away (G&W)
    1984 -- Mario Bros. Special (NEC-PC) Japan Only
    1984 -- Punch Ball Mario Bros. (NEC-PC) Japan Only
    1985 -- Super Mario Bros. (NES)  
    1985 -- Super Mario Bros. 2  (Famicom Disk System)  
    1985 -- Wrecking Crew (NES)
    1986 -- Donkey Kong (NES) 
    1986 -- Donkey Kong Jr. (NES)
    1986 -- Mario Bros. (NES) 
    1986 -- All Night Nippon Super Mario Bros. (Famicom Disk System) Japan Only
    1986 -- Super Mario Bros. Special (NEC-PC) Japan Only
    1987 -- Super Mario Bros. 2 (NES)
    1988 -- Super Mario Bros. (G&W)
    1988 -- I am a Teacher: Super Mario Sweater (NES) Japan Only
    1988 -- Donkey Kong Classics (NES)
    1988 -- Kaettekita Mario Bros. (Famicom Disk System) Japan Only 
    1989 -- Super Mario Land (GB)
    1990 -- Dr. Mario (NES/GB)  
    1990 -- Super Mario Bros. 3 (NES)  
    1991 -- Super Mario World (SNES)  
    1991 -- Mario Open Golf  (NES)  
    1991 -- Mario the Juggler (G&W)
    1991 -- Super Mario Bros. & Friends: When I Grow Up (SNES/PC)
    1991 -- Yoshi (NES/GB)
    1992 -- Mario Paint (SNES) 
    1992 -- Super Mario Kart (SNES)  
    1992 -- Super Mario Land 2: 6 Golden Coins (GB)
    1992 -- Mario Teaches Typing (PC)
    1993 -- Super Mario All-Stars (SNES)  
    1993 -- Mario & Wario (SNES) Japan Only
    1993 -- Mario is Missing! (NES/SNES/PC)  
    1993 -- Mario's Time Machine (SNES)
    1993 -- Mario's Early Years: Preschool Fun (SNES)
    1993 -- Mario's Early Years: Fun With Numbers (SNES)  
    1993 -- Mario's Early Years: Fun With Letters (SNES)
    1993 -- Yoshi's Safari (SNES)
    1993 -- Yoshi's Cookie (NES/SNES) 
    1994 -- Mario's Time Machine (NES)
    1994 -- Donkey Kong (GB)  
    1994 -- Tetris & Dr. Mario (SNES)
    1994 -- Hotel Mario (CD-i)
    1994 -- Super Mario All-Stars + Super Mario World (SNES)
    1994 -- Yoshi's Cookie - Kuruppon Oven de Cookie (SNES) Japan Only
    1995 -- Mario's Picross (GB)
    1995 -- Mario's Game Gallery (PC) 
    1995 -- Mario's Tennis (Virtual Boy)
    1995 -- Mario Clash (Virtual Boy)
    1995 -- Super Mario World 2: Yoshi's Island (SNES)  
    1995 -- Undake30 Same Game (SNES) Japan Only
    1995 -- Mario’s Super Picross (SNES) Japan Only
    1996 -- Super Mario RPG (SNES)  
    1996 -- Super Mario 64 (N64)  
    1996 -- Mario’s Picross 2 (GB) Japan Only
    1997 -- Game & Watch Gallery (GB)
    1997 -- Mario Kart 64 (N64)  
    1997 -- Mario Teaches Typing 2 (PC)
    1998 -- Game & Watch Gallery 2 (GBC)
    1998 -- Wrecking Crew '98 (SNES) Japan Only
    1999 -- Mario Party (N64) 
    1999 -- Super Smash Bros. (N64)
    1999 -- Super Mario Bros. Deluxe (GBC)  
    1999 -- Mario Golf (N64/GBC)  
    1999 -- Mario Artist: Paint Studio (N64) Japan Only 
    1999 -- Game & Watch Gallery 3 (GBC)
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Artist: Talent Studio (N64) Japan Only 
    2000 -- Mario Artist: Communication Kit (N64) Japan Only 
    2000 -- Mario Tennis (N64)  
    2000 -- Mario Artist: Polygon Studio (N64) Japan Only 
    2000 -- Mario no Photopi (N64) Japan Only
    2001 -- Mario Tennis (GBC)
    2001 -- Paper Mario (N64)  
    2001 -- Dr. Mario 64 (N64)
    2001 -- Mario Party 3 (N64) 
    2001 -- Super Mario Advance (GBA)
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Luigi's Mansion (GCN) 
    2001 -- Super Smash Bros. Melee (GCN) 
    2002 -- Super Mario World: Super Mario Advance 2 (GBA) 
    2002 -- Super Mario Sunshine (GCN)
    2002 -- Yoshi's Island: Super Mario Advance 3 (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)   
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Super Mario Advance 4: Super Mario Bros. 3 (GBA)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2003 -- Mario & Luigi: Superstar Saga (GBA)
    2003 -- Nintendo Puzzle Collection (GCN) Japan Only
    2004 -- Mario vs. Donkey Kong (GBA)
    2004 -- Mario Golf: Advance Tour (GBA) 
    2004 -- Mario Pinball Land (GBA) 
    2004 -- Paper Mario: The Thousand-Year Door (GCN) 
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS) 
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Yoshi Touch & Go (DS) 
    2005 -- Mario Party Advance (GBA) 
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- Dance Dance Revolution: Mario Mix (GCN) 
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN) 
    2005 -- Mario Kart DS (DS) 
    2005 -- Mario & Luigi: Partners in Time (DS) 
    2005 -- Mario Tennis: Power Tour (GBA) 
    2005 -- NBA Street V3 (GCN)
    2005 -- SSX On Tour (GCN)
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Super Princess Peach (DS)
    2006 -- New Super Mario Bros. (DS)
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Mario vs. Donkey Kong 2: March of the Minis (DS)
    2006 -- Yoshi's Island DS (DS)
    2006 -- Game & Watch Collection (DS) Japan Only
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Super Paper Mario (Wii) 
    2007 -- Mario Party 8 (Wii) 
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS) 
    2007 -- Super Mario Galaxy (Wii)
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    2008 -- Dr. Mario Online Rx (Wii)
    
    =================
    3B. Donkey Kong =
    =================
    
    Culture:
     DK was created to be one of the first true gaming antagonists with a 
     personality.  Shigeru Miyamoto, under the general impression that he equated 
     "Donkey" with "stubborn", created DK to be a "stubborn monkey".  Since his 
     creation alongside Mario, he became an icon of monkey-related characters.  
     
     With Mario's popularity skyrocketing away from DK all the way into the 90's, 
     DK needed a revival, and he got it from Nintendo's then-second-party, Rare.  
     Rare created a new 3D model for Donkey Kong, which represents him to this 
     day, and created an all-new storyline for him, with him as the hero, thus 
     re-establishing his popularity.
    
    Character:
     Originally, Donkey Kong was Mario's enemy, kidnapping his girlfriend, Pauline, 
     and spiriting her to the top of a construction site, from where he flung 
     barrels and other objects at Mario.
    
     Once Rare took the reins, however, Donkey Kong became a character of his 
     own world, DK Island, and surrounding areas.  He formed a posse of fellow 
     ape/monkey folk (including Diddy, Dixie, and Kiddy, among others) and 
     protected his island and famous banana horde against the reptilian Kremlings.  
     
     There's also a slight bit of discrepancy about who is the real Donkey Kong.  
     As a fourth-wall breaking joke, Rare created the character "Cranky Kong" who 
     claims to be the original DK that Mario tangled with back in 1981.  Of 
     course, this could mean that the current DK was once Donkey Kong Jr., but 
     this has never been fully explored.
    
    Appearance:
     Donkey Kong is a gorilla, and weighs about 800 pounds.  He has brown hair 
     covering most of his body, except for his chest, mouth, hands, and feet, 
     which are bare-skinned.  Starting in the 1994 Game Boy version of Donkey 
     Kong, DK adopted a red tie with his initials in yellow emblazoned on it, 
     as a meager costume.
    
    Series:
     For many years following his creation, Donkey Kong existed as little but a 
     foil to Mario.  He didn't get his own proper series until the creation of 
     Donkey Kong Country.  At that point, he joined the platforming genre.  He, 
     his buddy Diddy Kong, and the extended Kong clan went through a series of 
     games that required them to run, jump, and throw barrels.  He has continued 
     to participate in games related to the jungle of his birth, as well as 
     feature in Mario-related ensemble games, such as Mario Party and Mario Kart.
    
    Roles:
    1981 -- Donkey Kong (Arcade) 
    1982 -- Donkey Kong (Atari 2600)
    1982 -- Donkey Kong Jr. (Arcade) 
    1982 -- Donkey Kong (G&W)
    1982 -- Donkey Kong Jr. (G&W)
    1983 -- Donkey Kong (NES) 
    1983 -- Donkey Kong Jr. (NES) 
    1983 -- Donkey Kong 3 (Arcade) 
    1983 -- Donkey Kong Jr. Math (NES) 
    1983 -- Donkey Kong Classics (NES) 
    1984 -- Donkey Kong 3 (NES) 
    1984 -- Donkey Kong Circus (G&W)
    1984 -- Donkey Kong 3 (G&W)
    1984 -- Donkey Kong Hockey (G&W)
    1992 -- Super Mario Kart (SNES) (assuming you count DK Jr.)
    1994 -- Donkey Kong (GB)  
    1994 -- Donkey Kong Country (SNES)  
    1995 -- Donkey Kong Country 2: Diddy's Kong Quest (SNES)  
    1995 -- Donkey Kong Land (GB)  
    1995 -- Donkey Kong Country 3: Dixie Kong's Double Trouble (SNES)  
    1996 -- Donkey Kong Land 2: Diddy's Kong Quest (GB)
    1997 -- Mario Kart 64 (N64)
    1997 -- Donkey Kong Land 3 (GB)
    1998 -- Game & Watch Gallery 2 (GBC)
    1999 -- Mario Party (N64) 
    1999 -- Super Smash Bros. (N64) 
    1999 -- Mario Golf (N64)  
    1999 -- Donkey Kong 64 (N64) 
    1999 -- Game & Watch Gallery 3 (GBC)
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Tennis (N64)  
    2000 -- Donkey Kong Country (GBC)
    2001 -- Mario Party 3 (N64) 
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Super Smash Bros. Melee (GCN)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)   
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2004 -- Mario vs. Donkey Kong (GBA)
    2004 -- Donkey Konga (GCN)
    2004 -- Mario Pinball Land (GBA) 
    2004 -- Mario Power Tennis (GCN)
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Donkey Kong Jungle Beat (GCN)
    2005 -- Donkey Konga 2 (GCN)
    2005 -- Donkey Konga 3 (GCN) Japan Only
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- DK: King of Swing (GBA)
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN)
    2005 -- Mario Kart DS (DS) 
    2005 -- Mario Tennis: Power Tour (GBA) 
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Mario vs. Donkey Kong 2: March of the Minis (DS)
    2006 -- Yoshi's Island DS (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Mario Party 8 (Wii)
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- DK Jungle Climber (DS)
    2007 -- Donkey Kong Barrel Blast (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    ==========
    3C. Link =
    ==========
    
    Culture:
     Shigeru Miyamoto has described his envisioning of Link as an avatar of 
     himself when he explored the woods in his hometown.  He also states that 
     he wanted Link to be the conceptual silent protagonist, and for the player 
     to connect as much as possible with the boy.  The dramatic yang to Mario's 
     happy-go-lucky yin, Link has been considered the "more mature" side of 
     Nintendo's greatest franchises, with his adventures tending to be more 
     serious, and the stakes being higher.
    
     Over the years, and particularly since the N64 days, when Eiji Aonuma took 
     over the directorial reins for the Legend of Zelda series, the series seems 
     to be taking on a form of continuity, and this is one of the most hotly 
     debated subjects among video game theorists.  The inherent difficulties in 
     this continuity discussion stem from vague references between games in the 
     series, as well as inconsistencies between games that are supposedly 
     closely releated.
    
     Link has been "voiced" by Noboyuki Hiyama, Fujiko Takimoto, Sachi 
     Matsumoto, and Akira Sasanuma in the various games.  "Voiced" is in quotes 
     due to the fact that Link is a silent protagonist, and only speaking 
     through grunts, yells, and some minor vocalizations.
    
     However, an animated series produced in the late 80's made his character a 
     cocky, lovestruck teenager with a full personality and voice (provided by 
     Jonathan Potts), his catchphrase being "Well excuuuuse me, Princess!" which 
     he directed at Princess Zelda when she grew annoyed with him.
    
    Character:
     In actuality, "Link" has been portrayed as several different characters 
     throughout the history of the archaic fantasy world of Hyrule.  The major 
     thread (or link, HA!) connecting all of them is the concept of a young 
     man or boy starting from humble beginnings and rising to become one of the 
     greatest heroes the land has ever seen (ironically, the only other heroes 
     on par with Link tend to be other Links).  Sometimes, Link will save the 
     kingdom of Hyrule directly, usually by combating the evil Ganon/Ganondorf.  
     Other times, he'll travel to a neighboring country in some manner and aid 
     them.  There's really very little else to say about Link's character, 
     since he's meant to be established as an extension of the player.
    
    Appearance:
     The appearance common with all Links in the series is a young man or boy 
     of the Hylian race of humans (yes, it's an offshoot of humans, this is 
     official).  The most distinguishing characteristic of this people is pointed 
     elfin ears.  As for dress, Link is nearly always in a green thigh-length 
     tunic, with a green floppy cap completing the ensemble.  Various iterations 
     of Link have added accessories such as belts and straps, leggings or 
     stockings, or leather gauntlets and earrings on older Links.  Link has taken 
     other costumes at times, however, which include a blue island outfit with a 
     crawfish design in Wind Waker, and a simple peasant wrangler's garb in 
     Twilight Princess.
    
    Series:
     The Legend of Zelda series follows a traditional action-adventure format.  
     Viewed from either a top-down or behind-the-hero perspective, the player 
     starts with a relatively weak Link and proceeds through an "overworld" of 
     sorts.  Eventually, he'll come upon one of a series of dungeons, which he'll 
     have to conquer, defeating the major enemy at the end, and usually recovering 
     some sort of item.  As he progresses, he acquires new tools and weapons, and 
     becomes stronger.  Eventually, he'll find all the requisite items necessary 
     to access the final dungeon to complete the game.
    
    Roles:
    1987 -- The Legend of Zelda (NES) 
    1988 -- Zelda II: The Adventure of Link (NES) 
    1989 -- Zelda (G&W)
    1992 -- The Legend of Zelda: A Link to the Past (SNES) 
    1992 -- The Legend of Zelda: Link's Awakening (GB) 
    1993 -- Link: The Faces of Evil (CD-i) 
    1993 -- Zelda: The Wand of Gamelon (CD-i) 
    1994 -- Zelda's Adventure (CD-i) 
    1998 -- The Legend of Zelda: Ocarina of Time (N64) 
    1998 -- The Legend of Zelda: Link's Awakening DX (GBC) 
    1999 -- Super Smash Bros. (N64)  
    2000 -- The Legend of Zelda: Majora's Mask (N64) 
    2001 -- The Legend of Zelda: Oracle of Ages (GBC) 
    2001 -- The Legend of Zelda: Oracle of Seasons (GBC) 
    2001 -- Super Smash Bros. Melee (GCN)
    2002 -- The Legend of Zelda: A Link to the Past & Four Swords (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2003 -- The Legend of Zelda: The Wind Waker (GCN)
    2003 -- Soul Calibur II (GCN)
    2004 -- The Legend of Zelda: Four Swords Adventures (GCN)
    2005 -- The Legend of Zelda: The Minish Cap (GBA)
    2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
    2007 -- The Legend of Zelda: Phantom Hourglass (DS)
    2007 -- Link's Crossbow Training (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ===========
    3D. Samus =
    ===========
    
    Culture:
     The first players of Metroid, having blasted through the game in a record 
     time, destroyed the Mother Brain, and escaped the Zebes base before it 
     self-destructed, could best be described as slack-jawed when they learned 
     that the hardcore bounty hunter they controlled throughout the game was, in 
     fact, a woman.  Not the first female role in a video game by any stretch, 
     but definitely the most important.  Samus screw-attacked through the glass 
     ceiling of video game heroes, and has since taken her rightful place as 
     one of the most respected heroines in the gaming universe.
    
     The popularity of the Metroid series has been far greater in the West than 
     in Japan.  This was one of the many reasons that American developer Retro 
     Studios took the reins of the series several years after Super Metroid to 
     revive the franchise with their Metroid Prime series.
    
     Samus also has a spiritual sibling in Link, as both heroes are billed as 
     silent protagonists.  In truth, Samus hasn't truly been as silent as Link.  
     In Metroid Fusion, she held a conversation with a computer, which, although 
     simple text, was actual in-game speech.  However, she has yet to speak in 
     any of her 3D outings, although actress Jennifer Hale supplies her voice 
     for grunts and yells.
    
     Also a point of interest in the Metroid series is that it's one of the 
     few Nintendo series to have a well-established and concrete continuity.
    
    Character:
     Samus was reportedly born on a Terran colony on the planet K-2L.  In a 
     Space Pirate attack, her colony was wiped out, including her parents.  
     Following the destruction, members of the peaceful bird-like Chozo species 
     found the toddler Samus amongst the wreckage.  Taking her in as an orphan, 
     they raised her as a warrior, a role which had long been absent from their 
     society.  When she came of age, she was given a special cybernetic battle 
     suit that connected with her on far more than a mere physical level.  After 
     leaving the Chozo, she found her qualities suited to that of a bounty 
     hunter.  Often working with the Galactic Federation, she has taken it upon 
     herself to combat the Space Pirates and the Metroid menace.
    
    Appearance:
     Samus is most often publically seen in her full-body Chozo cybernetic 
     battle suit, a mechanical affair colored predominantly red and yellow.  
     Notable features of the suit include spherical shoulder pads and a beam 
     cannon mounted straight on to the right arm, as opposed to being a 
     separate weapon.
    
     Without the suit, Samus' "official" appearance is that of a slim blonde 
     human woman in her twenties.  She wears a blue skin-tight jumpsuit, which 
     sheathes her entire body below the neck.
    
     Throughout the series, Samus' appearance has slightly changed.  Her original 
     look was that of a brunette wearing a purple leotard, for example.  Also, 
     her modular battle suit has been known to change as she acquires upgrades 
     to augment its abilities, particularly in the Prime trilogy.
    
    Series:
     The Metroid series involves adventuring and shooting.  Samus is often placed 
     on a planet, usually in a cavernous situation, and is required to travel 
     through a series of rooms, blasting enemies.  The series is known for being 
     non-linear, in that Samus generally can go in one of several directions to 
     explore her surroundings, perhaps finding objects which can power up her 
     abilities.  Also trademark to the series is the feeling of solitude, as Samus 
     is generally the only friendly force in the game, set alone against a planet 
     full of enemies.  There are two perspectives common to the Metroid series.  
     The original Metroid and the early console releases viewed Samus as a side-
     scrolling adventure, while the Prime series put players behind Samus' visor 
     as a first-person perspective.
    
    Roles:
    1986 -- Metroid (NES) 
    1991 -- Metroid II: Return of Samus (GB) 
    1994 -- Super Metroid (SNES) 
    1999 -- Super Smash Bros. (N64) 
    2001 -- Super Smash Bros. Melee (GCN)  
    2002 -- Metroid Fusion (GBA) 
    2002 -- Metroid Prime (GCN) 
    2004 -- Metroid: Zero Mission (GBA)
    2004 -- Metroid Prime 2: Echoes (GCN)
    2005 -- Metroid Prime Pinball (DS)
    2006 -- Metroid Prime: Hunters (DS)
    2007 -- Metroid Prime 3: Corruption (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ===========
    3E. Yoshi =
    ===========
    
    Culture:
     The character of Yoshi was conceived by designer Shigefumi Hino, not long 
     after the completion of Super Mario Bros., when series creator Shigeru 
     Miyamoto suggested the idea of Mario riding a dinosaur.  It wouldn't be 
     until Super Mario World was released on the Super Nintendo that he finally 
     took full form.  Fans fell in love with the happy-go-lucky dinosaur and 
     his wacky prehensile tongue, and Yoshi soon began appearing in several 
     spin-off games, eventually becoming part of the standard Mario "cast".
    
     When Yoshi earned a voice in Yoshi's Story, his usual "zip" was replaced 
     with the voice of Kazumi Totaka, Nintendo musician speaking in sounds, such 
     as "bum" or "hup".  
    
    Character:
     The Yoshis are a species of dinosaurs native to the eponymous Dinosaur 
     Land.  Mario first found a Yoshi on the island that bears their name.  
     Intelligent from a very young age, all Yoshis serve as mounts for Mario and 
     Luigi.  Their main skill is a prehensile tongue that can grab many kinds of 
     enemies and either swallow them or spit them out.  Certain Koopa shells could 
     also give Yoshis specific powers when held in their mouths.  
    
     Later (or earlier, continuity-wise), Yoshis would be able to have a minimal 
     flying ability by beating their legs hard, as well as the ability to create 
     and throw eggs.  They used these skills to help Baby Mario find Baby Luigi 
     and defeat Kamek and Baby Bowser.
    
     In 1998, the Yoshis were redesigned as infants.  This gave them their new 
     voice and a new look, but their abilities largely remained the same.  In this 
     incarnation, they took on the forces of Baby Bowser alone, without support 
     from Mario & co.
    
     Since that time, Yoshis have continued to serve roles as part of the Mario 
     series cast, routinely appearing in the sports series', as well as continued 
     games based on the Yoshi's Island storyline.
    
    Appearance:
     A Yoshi is a dinosaur that stands about six feet tall at full height and 
     maturity.  It walks on its hind legs, and has largely inoperable forearms.  
     Its hind legs are encased in boots, and Yoshis (conveniently) have evolved 
     with a saddle on their backs.  Yoshis come in vastly different colors, but 
     the "official" Yoshi color is green.  One of the Yoshi's more distinguishing 
     features is the unique-shaped head, with a rounded and rather large nose/beak, 
     which houses a prehensile tongue which can extend its full body length, or 
     more, depending on the situation.
    
     At the release of Yoshi's Story, the Yoshis were slightly redesigned to be 
     more anthropomorphic (human-shaped).  Their arms became fingered and operable, 
     their saddles less prominent, and their feet larger.  Following this change, 
     future incarnations of Yoshi would look like an amalagmation of the two 
     concepts.
    
    Series:
     Being an extension of the Mario franchise, games that specifically feature 
     Yoshi often end up as platformers, as well.  More information is in "Mario".
    
    Roles: 
    1991 -- Super Mario World (SNES)
    1991 -- Yoshi (NES/GB)  
    1992 -- Yoshi's Cookie (NES/GB/SNES)  
    1992 -- Super Mario Kart (SNES)  
    1993 -- Mario is Missing! (SNES) 
    1993 -- Mario's Early Years: Preschool Fun (SNES)
    1993 -- Mario's Early Years: Fun With Numbers (SNES)  
    1993 -- Mario's Early Years: Fun With Letters (SNES)  
    1993 -- Yoshi's Safari (SNES)  
    1995 -- Yoshi's Island (Super Mario World 2) (SNES) 
    1995 -- Mario's Tennis (Virtual Boy) 
    1996 -- Super Mario RPG (SNES)  
    1996 -- Tetris Attack [Yoshi's Panepon] (GB)  
    1996 -- Super Mario 64 (N64)  
    1997 -- Mario Kart 64 (N64)  
    1997 -- Game & Watch Gallery (GB)
    1998 -- Yoshi's Story (N64)  
    1998 -- Game & Watch Gallery 2 (GBC)
    1999 -- Mario Party (N64) 
    1999 -- Super Smash Bros. (N64) 
    1999 -- Mario Golf (N64)  
    1999 -- Game & Watch Gallery 3 (GBC)
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Tennis (N64)  
    2001 -- Mario Tennis (GBC)
    2001 -- Mario Party 3 (N64) 
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Super Smash Bros. Melee (GCN) 
    2002 -- Super Mario World: Super Mario Advance 2 (GBA) 
    2002 -- Super Mario Sunshine (GCN)
    2002 -- Yoshi's Island: Super Mario Advance 3 (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS) 
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Yoshi Touch & Go (DS) 
    2005 -- Mario Party Advance (GBA) 
    2005 -- Yoshi Topsy-Turvy (GBA)
    2005 -- Mario Superstar Baseball (GCN)
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN) 
    2005 -- Mario Kart DS (DS) 
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Yoshi's Island DS (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Mario Party 8 (Wii) 
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS) 
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    ===========
    3F. Kirby =
    ===========
    
    Culture:
     A strong contender for the definition of "cute", Kirby was envisioned as 
     a cute character for a beginner's game.  It's unknown how Kirby got his 
     name, and even series creator Masahiro Sakurai admits he has forgotten 
     how.  Rumors speculate that he was either named after vaccuum cleaner 
     manufacturers "Kirby Corporation", or perhaps attorney John Kirby, who 
     fought for Nintendo when Universal studios filed a lawsuit against them 
     for the use of the Donkey Kong character.  The mystery will forever remain.
    
     What's not a mystery is Kirby's appeal.  A perfectly optimistic series 
     based on light, happy music, with a bouncy, fluffy protagonist, Kirby has 
     captured many gamers' hearts in Japan and in other countries.
    
     While Kirby tends not to form coherent words (except for "Hi!"), he is 
     voiced by actress Makiko Oumoto, and his speech in games and anime is 
     mostly "reactionary", despite the diction of any characters around him.
    
    Character:
     Kirby is a cheerful and innocent fellow from the planet Popstar.  Little 
     is known about his background or heritage.  What is known is that he has a 
     positive outlook on life, loves to eat, and loves to sleep.  His unique 
     physique allows him to inhale very forcefully.  Once he sucks up his 
     quarry, he can usually spit it back out as a weapon, or sometimes swallow 
     what he's eaten, and perhaps copy the ability of whatever he ate.  Also, 
     he can inhale air, giving him the ability to float through the sky.  With 
     these powers, he's always on hand to save Popstar, or even the known 
     galaxy, against anything it can throw at him.
    
    Appearance:
     Kirby has remained basically unchanged throughout his games.  He appears 
     as a small, pink ball, with small floppy arms, a small face on the front 
     of his body, and two red feet.  In certain games, he's given the 
     opportunity to copy the abilities of his enemies, which is usually noted 
     by a brief costume to reflect his ability (a floppy cap for the Sword 
     ability, or a backwards baseball cap for the Wheel ability).
    
    Series:
     Kirby's main series is platforming, similar to the Mario series.  Differences 
     come with Kirby's control scheme, with his ability to float, inhale, and copy 
     enemy powers.  The Kirby series as a whole is known for being particularly 
     cute and cuddly, even by Nintendo standards.
    
    Roles:
    1992 -- Kirby's Dream Land (GB)  
    1993 -- Kirby's Pinball Land (GB)  
    1993 -- Kirby's Adventure (NES)  
    1995 -- Kirby's Dream Land 2 (GB)  
    1995 -- Kirby's Dream Course (SNES)  
    1995 -- Kirby's Avalanche (SNES)  
    1995 -- Kirby's Blockball (GB)  
    1996 -- Kirby Super Star (SNES)  
    1996 -- Kirby's Dream Land 3 (SNES)  
    1997 -- Kirby's Star Stacker (GB)  
    1997 -- Kirby's Super Star Stacker (Super Famicom) Japan Only
    1998 -- Kirby Baseball (Super Famicom) Japan Only
    1999 -- Super Smash Bros. (N64)  
    2000 -- Kirby 64: The Crystal Shards (N64)  
    2001 -- Kirby's Tilt 'n' Tumble (GBC)  
    2001 -- Super Smash Bros. Melee (GCN)
    2002 -- Kirby: Nightmare in Dream Land (GBA)
    2003 -- Kirby Air Ride (GCN)
    2004 -- Kirby & The Amazing Mirror (GBA)
    2005 -- Kirby: Canvas Curse (DS)
    2006 -- Kirby: Squeak Squad (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Kirby Super Star Ultra (DS)
    
    ==========
    3G. Fox  =
    ==========
    
    Culture:
     Designed by Shigeru Miyamoto and Takaya Imamura, Fox was designed around 
     the Star Fox series of video games.  While Fox alone has had little 
     cultural impact, he was at the forefront of Nintendo's technological 
     battles for a time as his game heralded the dawn of the Super Nintendo's 
     Super FX chip.  Fox's model is based off of the mythical Japanese foxes 
     of Inari, known as kitsune.  The red scarf he traditionally wears is an 
     homage to the custom of adorning kitsune statues with red neckwear.
    
    Character:
     The son of venerable pilot, James McCloud, Fox followed in his father's 
     footsteps, proving himself just as hot in a fighter as his father.  His 
     skills led him to become the leader of the Star Fox mercenary squadron 
     after the death of his father.  He roams the Lylat system in the battle 
     cruiser: Great Fox, protecting the planet Corneria and surrounding planets 
     against the forces of Emperor Andross of Venom.
    
     Fox's character has evolved much over recent years, particularly with the 
     addition of his love interest, Krystal, to the story.  While it seemed at 
     first that their relationship was almost too smooth, recent events have 
     shaken their future, with no clear path in sight.
    
    Appearance:
     Fox is an anthropomorphic fox, in that he has a basic human skeletal 
     structure and build, but his head is clearly that of a fox.  He also has 
     the fur and tail of a fox.  He's most commonly seen wearing a simple and 
     rustic flight suit, although the exact costume has varied from game to 
     game.
    
    Series:
     The Star Fox series is largely a sci-fi flight simulator.  Taking place in the 
     Lylat System, the majority of the games in the series focus on flying your 
     spacecraft (usually an "Arwing") in one of two ways: the first being down a 
     "corridor" in which you can reorient yourself, but not change direction (also 
     known as being "on rails"), and the second being freely flying around in a 
     smaller area.  In either situation, you shoot down enemy spacecraft and 
     weapons, either on the surface of a planet or in space.
    
    Roles:
    1993 -- Star Fox (SNES)  
    1997 -- Star Fox 64 (N64)  
    1999 -- Super Smash Bros. (N64)  
    2001 -- Super Smash Bros. Melee (GCN)  
    2002 -- Star Fox Adventures: Dinosaur Planet (GCN)
    2005 -- Star Fox: Assault (GCN)
    2006 -- Star Fox Command (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =============
    3H. Pikachu =
    =============
    
    Culture:
     Adorable, yes, but parents tend to loathe the appearance of this yellow 
     mouse-like creature known as Pikachu, as his coming foretells a sagging 
     on their wallets.  Pikachu is the flagship creature of Nintendo and Game 
     Freak's cash cow, "Pokémon", short for "Pocket Monsters".  The origins are 
     traced back to series executive director, Satoshi Tajiri, and his love of 
     insect collecting.  Envisioned as a simple game where your trainer would 
     capture cute monsters to battle against other trainers' monsters, this 
     concept exploded across Japan, and then the world, into a massive frenzy, 
     spurred on by the tagline, "Gotta catch 'em all!"  Most Pokémon games are 
     released in sets of two, encouraging trading between owners of each set.  
     Another common release tactic is to release a third game some time later of 
     the same "generation", with a new story.
    
     Pikachu sits on top of the Pokémon heap as the reigning most popular 
     Pokémon.  Much like the other Pokémon, he was simply imagined into 
     existence as part of the other 150 original species.  His name is derived 
     from two Japanese onomatopoeia: "pika", the sound an electric spark makes, 
     and "chuu", the sound a squeaking mouse makes.
    
     In all versions of voices heard, through games and anime, Pikachu is 
     voiced by Ikue Otani, even though Pikachu has no real language, except for 
     repeatedly saying the syllables of its own name to communicate.
    
    Character:
     There are two ways to characterize Pikachu.  First is as the Pokémon type. 
     Pokédex Entry #25 (according to the National Pokédex) is an electric mouse.  
     It tends to live in grassy or lightly-forested areas.  It tends to store 
     electrical energy in pouches in its cheeks, and when agitated, it will 
     release this energy.  It can evolve into a Raichu by being exposed to a 
     Thunder Stone.
    
     The second way to characterize Pikachu is as Ash Ketchum's famous friend in 
     the Pokémon anime.  Given to him by Professor Oak when the "starter three" 
     were unavailable, Pikachu and Ash started off rocky at first in their 
     relationship, but soon became the best of friends.  Pikachu tends not to 
     hang out in his Pokéball, but instead simply tags along with Ash, or rests 
     on his shoulder.  He and Ash remain inseparable throughout the series.
    
    Appearance:
     All Pikachu appear as predominantly yellow mice, with brown stripes on 
     their back, red circular cheeks, and black-tipped pointy ears.  They 
     walk on their hind legs, and have a tail shaped like a lightning bolt.
    
    Series:
     The main Pokémon series is an RPG focused around your character as being a 
     Pokémon Trainer.  While your character alone doesn't fight, you command a 
     team of the eponymous Pokémon, who you can command to fight for you.  You 
     progress through the game, from town to town, battling both wild Pokémon and 
     other trainers, in the hopes of improving your own Pokémon as well as 
     capturing new ones to create a bigger and better team.
    
    Roles:
    1998 -- Pokémon Red/Blue (GB) (introduced in Japan as Red/Green, then Blue)
    1998 -- Pokémon Pikachu (LCD Unit)  
    1999 -- Super Smash Bros. (N64)  
    1999 -- Pokémon Pinball (GB)  
    1999 -- Pokémon Yellow: Special Pikachu Edition (GBC)  
    1999 -- Pokémon Snap (N64)  
    2000 -- Pokémon Stadium (N64)  
    2000 -- Pokémon Trading Card Game (GBC)  
    2000 -- Pokémon Puzzle League (N64)  
    2000 -- Pokémon Gold/Silver (GBC)  
    2000 -- Hey You, Pikachu! (N64)  
    2000 -- Pokémon Puzzle Challenge (GBC)  
    2001 -- Pokémon Stadium 2 (N64)  
    2001 -- Pokémon Crystal (GBC)  
    2001 -- Pokémon Card GB 2 (GBC) Japan Only
    2001 -- Super Smash Bros. Melee (GCN)
    2003 -- Pokémon Ruby/Sapphire (GBA)
    2003 -- Pokémon Pinball Ruby & Sapphire (GBA)
    2003 -- Pokémon Channel (GCN)
    2004 -- Pokémon FireRed/LeafGreen (GBA)
    2004 -- Pokémon Colosseum (GCN)
    2005 -- Pokémon Emerald (GBA)
    2005 -- Pokémon Dash (DS)
    2005 -- Pokémon XD: Gale of Darkness (GCN)
    2006 -- Pokémon Trozei! (DS)
    2006 -- Pokémon Mystery Dungeon Red Rescue Team (GBA)
    2006 -- Pokémon Mystery Dungeon Blue Rescue Team (DS)
    2006 -- Pokémon Ranger (DS)
    2007 -- Pokémon Diamond/Pearl (DS)
    2007 -- Pokémon Battle Revolution (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Pokémon Mystery Dungeon: Explorers of Darkness (DS)
    2008 -- Pokémon Mystery Dungeon: Explorers of Time (DS)
    
    ============
    3I. Bowser =
    ============
    
    Culture:
     The eternal bad guy of the Mario series, Bowser began his days as a direct 
     opponent to Mario and all he stood for.  His original conception was based 
     as a turtle with dragon elements.  It's possible he was modeled off a 
     kappa, a water sprite from Japanese folklore.  This follows with his name 
     in Japan: Koopa.  The name "Bowser" was given to him in the American version 
     of Super Mario Bros.
    
     Bowser has been voiced by several actors throughout the years.  In animated 
     Mario TV series', Harvey Atkin provided the voice.  In the video games, he 
     has been voiced by Isaac Marshall, Scott Burns, and Eric Newsome.  In the 
     Super Mario Bros. movie, "King Koopa" was portrayed as a human by Dennis 
     Hopper.  However, Bowser's not a particularly vocal character (outside of 
     text) and tends to communicate more often with roars and growls.
    
     One of the largest inconsistencies surrounding Bowser is his actual size, 
     which seems to vary greatly depending on the game.  He's almost always 
     portrayed as being larger than Mario.  In most games, Bowser is about seven 
     to ten feet tall (scale), but in Super Mario 64 and Super Mario Sunshine, 
     he's considerably larger, and would be quite tall if he stretched up to his 
     full height.
    
    Character:
     The king of the Koopa army, Bowser rules over his fiery and mountainous 
     kingdom with an iron fist.  He continually has his sights set on ruling the 
     Mushroom Kingdom, as well, although his aim in that goal is unclear.  Towards 
     that end, he routinely kidnaps the Mushroom Kingdom's Princess Peach.  There 
     are rumors that he has a romantic interest towards her, but those are largely 
     unsubstantiated.
    
     Early in his career (and in straight Mario games thereafter), Bowser is 
     specifically bent on his goal of conquering the Mushroom Kingdom.  However, 
     in recent times, he has become sort of simply a diabolical character, simply 
     acting mean and nasty because it fits his character, as opposed to having a 
     specific goal in mind.  This has also led to him becoming a somewhat 
     sympathetic evil character, in that his plans are foiled by incompetence or 
     bad luck.
    
     Such sympathies have also led to him being a playable character in storylines, 
     particularly in the RPG/Paper series, which often see him as a bad guy 
     overshadowed by a far greater evil, requiring him to ally with Mario to 
     respond to the threat.
    
     Also of note is Bowser's family.  Introduced in Super Mario Bros. 3 were the 
     Koopalings, or Koopa Kids.  Each having a distinct amoral personality and 
     many sporting odd hairstyles, they served as world-ending villains for Mario 
     to tangle with.  Beyond that, an "eighth" Koopaling, known as Bowser Jr., 
     was featured prominently in Super Mario Sunshine.  These appearances are 
     independent of the other Koopalings, suggesting perhaps that they exist in 
     different universes, or that the original seven have been retconned.
    
    Appearance:
     Bowser's official appearance is that of dinosaur-like turtle with a touch of 
     dragon.  His main body is covered in yellow scales, except on his chest, 
     which is colored a lighter yellow.  He has four fingers and three toes on 
     his limbs, each ending in claws.  He has a green-and-white-skinned grinning 
     dragon-face with two horns, sharp teeth, and a shock of red hair and 
     eyebrows.  He has a shell on his back that's fully green and covered in large 
     spikes.  To round off his ensemble, he wears bands on his arms and neck 
     studded with spikes.
    
     This appearance has largely remained the same throughout his tenure, with the 
     exception of his hair in the original Super Mario Bros., which apparently 
     could not be implemented due to graphical limitations.  Also, in the TV 
     animated series, Bowser was fully green and looked more akin to a crocodile.
    
    Series:
     See Mario.
    
    Roles:
    1985 -- Super Mario Bros. (NES)  
    1985 -- Super Mario Bros. 2 (Famicom Disk System) Japan Only
    1988 -- Super Mario Bros. 3 (NES)  
    1990 -- Super Mario World (SNES)  
    1992 -- Super Mario Kart (SNES)  
    1993 -- Super Mario All-Stars (SNES)  
    1993 -- Mario is Missing! (NES/SNES/PC)  
    1993 -- Mario's Early Years: Preschool Fun (SNES)
    1993 -- Yoshi's Safari (SNES)
    1993 -- Yoshi's Cookie (NES/SNES) 
    1994 -- Hotel Mario (CD-i)
    1994 -- Super Mario All-Stars + Super Mario World (SNES)
    1994 -- Yoshi's Cookie - Kuruppon Oven de Cookie (SNES) Japan Only
    1995 -- Super Mario World 2: Yoshi's Island (SNES)  
    1996 -- Super Mario RPG (SNES)  
    1996 -- Super Mario 64 (N64)  
    1997 -- Mario Kart 64 (N64)  
    1997 -- Game & Watch Gallery (GB)
    1999 -- Mario Party (N64) 
    1999 -- Super Mario Bros. Deluxe (GBC)  
    1999 -- Mario Golf (N64)  
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Tennis (N64)  
    2001 -- Mario Tennis (GBC)
    2001 -- Paper Mario (N64)  
    2001 -- Mario Party 3 (N64) 
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Luigi's Mansion (GCN)  
    2001 -- Super Smash Bros. Melee (GCN)  
    2002 -- Super Mario World: Super Mario Advance 2 (GBA) 
    2002 -- Super Mario Sunshine (GCN)
    2002 -- Yoshi's Island: Super Mario Advance 3 (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)   
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Super Mario Advance 4: Super Mario Bros. 3 (GBA)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2003 -- Mario & Luigi: Superstar Saga (GBA)
    2003 -- Nintendo Puzzle Collection (GCN) Japan Only
    2004 -- Mario Pinball Land (GBA) 
    2004 -- Paper Mario: The Thousand-Year Door (GCN) 
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS) 
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Yoshi Touch & Go (DS) 
    2005 -- Mario Party Advance (GBA) 
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- Dance Dance Revolution: Mario Mix (GCN) 
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN) 
    2005 -- Mario Kart DS (DS) 
    2005 -- Mario & Luigi: Partners in Time (DS) 
    2005 -- Mario Tennis: Power Tour (GBA) 
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Super Princess Peach (DS)
    2006 -- New Super Mario Bros. (DS)
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Yoshi's Island DS (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Super Paper Mario (Wii) 
    2007 -- Mario Party 8 (Wii) 
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Super Mario Galaxy (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS) 
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    ===========
    3J. Peach =
    ===========
    
    Culture:
     One of Nintendo's two "damsels in distress", Peach has the dubious 
     distinction of representing the argument of sexism in video games.  In her 
     first appearance, and in several thereafter, Peach plays the role of 
     nothing more than the reward at the end of the game.  This has become less 
     of a habit in recent years, as Peach has played a more active role in the 
     latest adventures, even being playable in certain games, and the main 
     character in her recent starring debut: Super Princess Peach.
    
     One of the controversies about the Princess of the Mushroom Kingdom was her 
     name.  In Japan, she has been called "Peach" from day one, but in North 
     America, she was referred to as "Princess Toadstool" or simply "Princess" 
     for a long time.  The reason for this is largely unknown, and with the 
     release of Super Mario 64, her name was "retconned" to Peach through the 
     opening letter to Mario.  This has led to belief that her "full name" is 
     Princess Peach Toadstool, or perhaps that Peach is a nickname.  Regardless, 
     she has been known simply as Peach in North America ever since.  I should 
     point out that Super Mario 64 isn't exactly the first game where she was 
     called Peach in America (that would be Yoshi's Safari), but it is the first 
     EAD-made game to do so, making it official, then.
    
     Across video games and animations, Peach has been voiced by several 
     actresses: Mami Yamase, Jeannie Elias, Tracey Moore, Jocelyn Benford, Leslie 
     Swan, Asako Kozuki, Jen Taylor, and Nicole Mills.
    
    Character:
     Princess Peach is the de facto ruler of the Mushroom Kingdom.  She serves 
     her people with kindness and grace.  Despite her proper attitude, though, 
     she sometimes shows a bit of a wild streak, with a thirst for adventure that 
     can rival Mario's.
    
     Her talents, outside of royalty-related duties, aren't as pronounced as 
     others, but one that has stood by her ever since her playable debut in 
     Super Mario Bros. 2 is her ability to float for a short amount of time.  It 
     is unknown whether this is accomplished by using her gown as a sort of 
     lift device, or if this is an inherent ability.  She has also accomplished 
     this feat with the use of a parasol.
    
     While it is often implied that she has had relatives that also serve as 
     royalty, none have ever been seen in any game.  Despite her solitude on the 
     throne of the Mushroom Kingdom, she has a large and dedicated staff, including 
     Toadsworth, her chancellor, and Toad, her personal retainer.
    
     Like most other prominent members of the Mario universe, Peach has found a 
     regular calling among ensemble cast roles in sports and party games.  Often, 
     Peach is the one to provide the feminine touch to a largely masculine cast.
    
    Appearance:
     Peach is a human woman in her late teens or early twenties.  She has blonde 
     hair that reaches down her back and is usually styled in a feathery hairdo.  
     She's most commonly seen wearing a pink royal gown, a sapphire brooch and 
     earrings, arm-length white gloves, red high-heel shoes, and a small golden 
     crown decorated with sapphires and rubies.
    
     Past iterations have interpreted Peach has having darker hair, and the gloves 
     weren't added until Super Mario World.  Furthermore, Peach's gown has 
     received an overhaul in recent years.  Formerly, her gown was belted with a 
     darker sash that was held tight around her waist, but currently, that has been 
     replaced with looser frills that drape to either side of her.
    
     Furthermore, Peach's outfit has changed based on the game she appears in.  
     For example, in sports games, Peach's full-length gown would be a liability, 
     so she often dresses in shorter skirts and more sensible shoes to 
     accommodate.  She does have the distinction of having the largest variation 
     in costume of any Mario universe character.
    
    Series:
     See Mario.
    
    Roles:
    1985 -- Super Mario Bros. (NES)  
    1985 -- Super Mario Bros. 2 (Famicom Disk System) Japan Only
    1987 -- Super Mario Bros. 2 (NES) 
    1988 -- Super Mario Bros. 3 (NES)  
    1990 -- Super Mario World (SNES)  
    1992 -- Super Mario Kart (SNES)  
    1993 -- Super Mario All-Stars (SNES)  
    1993 -- Mario is Missing! (NES/SNES/PC)  
    1993 -- Mario's Early Years: Preschool Fun (SNES)
    1993 -- Yoshi's Safari (SNES)
    1993 -- Yoshi's Cookie (NES/SNES) 
    1994 -- Hotel Mario (CD-i)
    1994 -- Super Mario All-Stars + Super Mario World (SNES)
    1994 -- Yoshi's Cookie - Kuruppon Oven de Cookie (SNES) Japan Only
    1996 -- Super Mario RPG (SNES)  
    1996 -- Super Mario 64 (N64)  
    1997 -- Game & Watch Gallery (GB)
    1997 -- Mario Kart 64 (N64)  
    1998 -- Game & Watch Gallery 2 (GBC)
    1999 -- Mario Party (N64) 
    1999 -- Super Mario Bros. Deluxe (GBC)  
    1999 -- Mario Golf (N64)  
    1999 -- Game & Watch Gallery 3 (GBC)
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Tennis (N64)  
    2001 -- Mario Tennis (GBC)
    2001 -- Paper Mario (N64)  
    2001 -- Mario Party 3 (N64)
    2001 -- Super Mario Advance (GBA)
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Luigi's Mansion (GCN)  
    2001 -- Super Smash Bros. Melee (GCN)  
    2002 -- Super Mario World: Super Mario Advance 2 (GBA) 
    2002 -- Super Mario Sunshine (GCN)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)   
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Super Mario Advance 4: Super Mario Bros. 3 (GBA)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2003 -- Mario & Luigi: Superstar Saga (GBA)
    2003 -- Nintendo Puzzle Collection (GCN) Japan Only
    2004 -- Mario Pinball Land (GBA) 
    2004 -- Paper Mario: The Thousand-Year Door (GCN) 
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS) 
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Mario Party Advance (GBA) 
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN) 
    2005 -- Mario Kart DS (DS) 
    2005 -- Mario & Luigi: Partners in Time (DS) 
    2005 -- Mario Tennis: Power Tour (GBA) 
    2005 -- NBA Street V3 (GCN)
    2005 -- SSX On Tour (GCN)
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Super Princess Peach (DS)
    2006 -- New Super Mario Bros. (DS)
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Yoshi's Island DS (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Super Paper Mario (Wii) 
    2007 -- Mario Party 8 (Wii) 
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS) 
    2007 -- Super Mario Galaxy (Wii)
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    =================
    3K. Zelda/Sheik =
    =================
    
    Culture:
     The other of Nintendo's two "damsels in distress", Zelda has often found 
     herself in the role of captive, in the Legend of Zelda series, requiring the 
     heroic Link to come and rescue her.  She was created by Shigeru Miyamoto to 
     simply be the object of Link's quest, thus the naming of the game, "The 
     Legend of Zelda".  This becomes a bit misleading in the end, considering that 
     the entire series shares the name, despite the fact that Zelda is not only 
     unplayable, but sometimes doesn't even appear in certain games in the series.  
     Her name is said to come from Zelda Fitzgerald, wife of F. Scott.
    
     Naturally, Zelda's repeated state of distress, particularly in early years 
     caused a bit of upheaval, particularly in the West.  Accordingly, recent 
     roles that the character of Zelda has filled put her in a more active and 
     powerful role, but she still has yet to be playable in any official Nintendo 
     game besides the Smash Bros. series.
    
     Zelda's alter-ego, Sheik, became a hot topic once Ocarina of Time was 
     released.  A particularly sticky point of discussion is whether "Sheik" is 
     male or female.  Allow me to weigh in on the topic.  First of all, arguing 
     this point is entirely moot, as a person named "Sheik" never existed, and 
     it was always Zelda under that disguise.  That said, I believe that, in 
     Ocarina of Time, the intention was to portray Zelda as disguising herself 
     as a male.  Now, before you start throwing obvious physical attributes of 
     "Sheik" at me, I ALSO believe that, once Melee rolled around, "Sheik" 
     BECAME female, not only to settle the argument, but also to simplify the 
     convention of pronouns when switching between Zelda and Sheik.
    
     Much like Link, Zelda has not been vocalized outside of accents and yells, 
     but in the animated series of the late 80's, she was voiced by Cyndy Preston, 
     who portrayed her as a more warrior-like and tomboyish princess, who often 
     rebuffed the brash Link's advances.
    
    Character:
     Like Link, the character of "Zelda" has been portrayed by several different 
     women in Hyrule's history.  It is assumed that all are vaguely related to 
     one another, given their connection to the royal blood of Hyrule.  Most 
     serve as the active Princess of Hyrule during the time their game takes place, 
     either being the de facto ruler of Hyrule, or the daughter of its King.
    
     As has been said earlier, Zelda typically is one to be abducted or otherwise 
     subdued throughout the course of the game.  The reasons for these attacks 
     usually refer to both Zelda's latent magical abilities, which tend to be 
     quite powerful, and quite simply her standing as a member of the Hyrule 
     ruling class.
    
     As most Zeldas carry the Triforce of Wisdom within them, their powers do not 
     tend to be particularly active or overt, but generally more of a passive 
     nature.  However, there are times when Zelda is forced to fight, and a couple 
     have proved themselves competent archers.
    
     The Sheik persona is one adopted by Zelda in Ocarina of Time.  With Link 
     being held in stasis by the Master Sword and Ganondorf taking over Hyrule, 
     Zelda needed to go into hiding to prevent capture and eventually guide Link.  
     She did this by disguising herself as a Sheikah, not revealing her identity 
     even to Link until all the sages in Hyrule were awakened.
    
    Appearance:
     Zelda is a slender woman of elegant stature.  She is generally blonde-haired, 
     and has the pointed ears common to the Hylian race.  She is typically 
     dressed in a royal gown, bedecked with Hyrule motif, including the Triforce 
     symbol.  She is sometimes found in a simpler dress, and has even been in 
     disguise on occasion.
    
     Zelda's "accepted" royal gown is largely white, with a purple upper half.  
     This is accented in gold on the shoulders and in other trim locations.  She 
     also typically wears a tiara of some sort.
    
     Sheik is an androgynous looking costume.  It's a dark form-fitting leotard-
     like garment, wrapped in bandages on joints, and with the head almost 
     completely covered in a white cloth wrap.  The "eye" emblem of the Sheikah 
     is emblazoned on the front.
    
    Series:
     See Link.
    
    Roles:
    1987 -- The Legend of Zelda (NES) 
    1988 -- Zelda II: The Adventure of Link (NES) 
    1989 -- Zelda (G&W)
    1992 -- The Legend of Zelda: A Link to the Past (SNES) 
    1993 -- Link: The Faces of Evil (CD-i) 
    1993 -- Zelda: The Wand of Gamelon (CD-i) 
    1994 -- Zelda's Adventure (CD-i) 
    1998 -- The Legend of Zelda: The Ocarina of Time (N64) (Sheik appearance)
    2001 -- The Legend of Zelda: Oracle of Ages (GBC) 
    2001 -- The Legend of Zelda: Oracle of Seasons (GBC) 
    2001 -- Super Smash Bros. Melee (GCN) (Sheik appearance)
    2002 -- The Legend of Zelda: A Link to the Past & Four Swords (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2003 -- The Legend of Zelda: The Wind Waker (GCN)
    2004 -- The Legend of Zelda: Four Swords Adventures (GCN)
    2005 -- The Legend of Zelda: The Minish Cap (GBA)
    2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
    2007 -- The Legend of Zelda: Phantom Hourglass (DS)
    2008 -- Super Smash Bros. Brawl (Wii) (Sheik appearance)
    
    ==================
    3L. Ice Climbers =
    ==================
    
    Culture: 
     I think the poignant thing about the Ice Climbers is their almost complete 
     LACK of cultural impact.  When characters for Melee were announced, these two 
     snowy kids came out of nowhere, not having been in a game for well over a 
     decade.
    
    Character:
     Popo (in the blue) and Nana (in the pink) are two parka-wearing kids who 
     love to climb mountains.  There isn't much to them besides that.
    
    Appearance: 
     Popo is a young boy wearing a blue eskimo parka with the hood pulled up.  He 
     also wears mittens and boots.  Nana is similar to Popo, except that she wears 
     pink as her dominant color.  Both kids are armed with large wooden mallets 
     as a primary weapon.
    
    Series:
     The Ice Climbers only have one game to their name.  Ice Climber is a 
     vertically-scrolling game which can be played by two players simultaneously 
     or one alone.  The mountain consists of vertically stacked platforms, which 
     the player must break through to reach the next level, all the while avoiding 
     enemies, or bopping them with one's hammer.
    
    Roles:
    1984 -- Ice Climber (Arcade)  
    1985 -- Ice Climber (NES)  
    2001 -- Super Smash Bros. Melee (GCN)  
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =================
    3M. Meta Knight =
    =================
    
    Culture:
     While Meta Knight has had little cultural effect, he is believed to be the 
     second most-liked character in the Kirby series, after Kirby.
    
    Character:
     Meta Knight has had many different roles throughout the series: enemy, 
     anti-hero, ally, and secret playable character.  He is considered one of 
     the most honorable characters in the Kirby series, despite his ruthlessness.  
     He is the leader of a gang called the "Meta-Knights", which consist of 
     armored characters wielding different weapons, and he commands a floating 
     battleship known as the Halberd.  
     
    Appearance:
     Meta Knight's basic body is spherical and blue, and quite similar to Kirby's.  
     He wears purple armored shoes, white gloves, and a grand purple cape.  He 
     also wears a mask with a slit for his eyes.  He tends to carry a golden 
     sword, which he's incredibly skilled with.  Also, in some iterations, his 
     cape can become wings, which he uses to float, similar to Kirby.
    
    Series:
     See Kirby.
    
    Roles:
    1993 -- Kirby's Adventure (NES)
    1995 -- Kirby's Avalanche (SNES)
    1996 -- Kirby Super Star (SNES)
    1997 -- Kirby's Super Star Stacker (Super Famicom) Japan Only
    2002 -- Kirby: Nightmare in Dream Land (GBA)
    2003 -- Kirby Air Ride (GCN)
    2004 -- Kirby & The Amazing Mirror (GBA)
    2005 -- Kirby Canvas Curse (DS)
    2006 -- Kirby Squeak Squad (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Kirby Super Star Ultra (DS)
    
    =========
    3N. Pit =
    =========
    
    Culture:
     Well, there really isn't much of a cultural impact from this fellow.  He 
     was largely known as Kid Icarus throughout history, despite being clearly 
     named "Pit" even during the first game.  It is worth noting that, among 
     fans, Pit has been a long-time holdout to appear in a Smash Bros. game.
    
     Pit appeared (named "Kid Icarus") in the cartoon "Captain N: The Game 
     Master" as one of the plucky sidekicks to Captain N.
    
    Character:
     Pit is the leader of Lady Paletuna's bodyguard.  As the protector of the 
     Goddess of Light, it was his task to traverse the underworld and retrieve 
     the Three Sacred Treasures in order to defeat Medusa and save Angel Land.
    
    Appearance:
     Pit's standard appearance, while generally low-pixel, was defined as 
     being a young man dressed in ancient garb, specifically a chiton and 
     sandals, as well as a golden laurel adorning his head.  He also has a 
     small pair of white-feathered wings growing out of his back.
    
    Series:
     The two-game series of Kid Icarus is a side-scrolling platform affair.  Pit 
     must jump up and across platforms to reach the end of each area, all while 
     fending off enemies with his bow.
    
    Roles:
    1987 -- Kid Icarus (NES)
    1991 -- Kid Icarus: Of Myths and Monsters (GB)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ===========
    3O. Wario =
    ===========
    
    Culture:
     Wario was created by Hirofumi Matsuoka as an antithesis to Mario.  His name 
     is meant to combine the name "Mario", and the adjective "warui" (bad).  
     The more obvious (at least to Westerners) suggestion is that it's simply an 
     inversion of the "M" on Mario's cap to create Wario.
    
     Like most of Nintendo's mustachioed crew, Wario is voiced by Charles 
     Martinet.
    
    Character:
     Wario's first appearance was meant to be a straight nemesis of Mario, greedy 
     and manipulative compared to Mario's virtues.  Soon afterwards, Wario 
     developed into a character of his own, away from Mario.  He became more 
     of an anti-hero than a villain, still focusing on greed and mischief, but 
     being less truly diabolical.  In addition to roles that concern him looking 
     for treasure, he's also moved on to making games through his company:  
     WarioWare Inc., as a source of income, which has attracted a colorful cast 
     of characters.
    
    Appearance:
     Wario is a larger and more muscular fellow than Mario.  He has a jagged 
     mustache, mad-looking eyes, and a large pink nose.
    
     Wario has two popular costumes.  The first is a spoof of Mario's overalls, 
     only with a yellow hat and shirt, and purple overalls.  Also, his gloves 
     have a W on them, and he wears green pointed boots.
    
     Wario's second costume is based on his WarioWare appearances: He wears a 
     yellow cycling helmet with his W emblem, a blue shirt, purple pants, a 
     light blue cutoff vest, and yellow fingerless gloves.
    
    Series:
     Despite being a character spawned of Mario, Wario has also developed his 
     own pair of series.  The first is a platforming series that involves Wario 
     collecting treasures to satisfy his greed.  His signature move in this series 
     is a running shoulder charge.
    
     The second series attributed to Wario is the "Warioware, Inc." series.  In 
     these games, the player is challenged by a series of "microgames".  A 
     microgame is a quick game (usually five seconds) where the player is usually 
     given a one or two-word command about what to do, and it's the player's job 
     to figure out how to beat the game in the short amount of time allotted.  
     These games are presented to the player one after the other, with increasing 
     speed and difficulty.  Each game in the series features a cast of colorful 
     characters, and the microgames for each character tend to focus on a specific 
     theme.
    
    Roles:
    1992 -- Super Mario Land 2: 6 Golden Coins (GB)
    1993 -- Wario Land: Super Mario Land 3 (GB)
    1993 -- Mario & Wario (SNES) Japan Only
    1994 -- Wario's Woods (NES/SNES)
    1994 -- Wario Blast: Featuring Bomberman! (GB)
    1995 -- Virtual Boy Wario Land (Virtual Boy)
    1995 -- Mario’s Super Picross (SNES) Japan Only
    1997 -- Mario Kart 64 (N64)
    1998 -- Wario Land II (GB/GBC)
    1998 -- Game & Watch Gallery 2 (GBC)
    1999 -- Mario Party
    1999 -- Mario Golf (N64/GBC)
    2000 -- Wario Land 3 (GBC)
    2000 -- Mario Party 2 (N64)
    2000 -- Mario Tennis (N64)
    2001 -- Mario Tennis (GBC)
    2001 -- Dr. Mario 64 (N64)
    2001 -- Mario Party 3 (N64)
    2001 -- Mario Kart Super Circuit (GBA)
    2001 -- Wario Land 4 (GBA)
    2002 -- Mario Party 4 (GCN)
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Wario World (GCN)
    2003 -- WarioWare, Inc: Mega Microgame$ (GBA)
    2003 -- Mario Party 5 (GCN)
    2003 -- Mario Kart: Double Dash!! (GCN)
    2004 -- WarioWare, Inc: Mega Party Game$ (GCN)
    2004 -- Mario Golf: Advance Tour (GBA)
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS)
    2004 -- Mario Party 6 (GCN)
    2005 -- WarioWare: Touched! (DS)
    2005 -- WarioWare: Twisted! (GBA)
    2005 -- Mario Superstar Baseball (GCN)
    2005 -- Dance Dance Revolution: Mario Mix (GCN)
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN)
    2005 -- Mario Kart DS (DS)
    2005 -- Super Mario Strikers (GCN)
    2006 -- Mario Hoops 3-on-3 (DS)
    2007 -- WarioWare: Smooth Moves (Wii)
    2007 -- Wario: Master of Disguise (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Mario Party 8 (Wii)
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS)
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    =========
    3P. Ike =
    =========
    
    Culture:
     There's not much to say here for Ike except that he represents the long-
     vaunted Fire Emblem series, which for many years was exclusive to Japan.  
     Only in 2003 was the seventh game released in North America, and every 
     game since.
    
    Character:
     The main character of Fire Emblem: Path of Radiance, Ike is the son of 
     Commander Greil, leader of the Greil mercenaries.  He inherits the 
     mercenaries from his father soon after his last day of training and leads 
     them across the continent of Tellius, intent on restoring peace and defeating 
     the Daein Army, for the hope of restoring Crimea, installing Princess 
     Elincia on the throne, and uniting the human beorc and the half-beast laguz.  
    
     He also plays an important role in the sequel, Radiant Dawn, which takes 
     place three years later.  Resuming command of the Greil Mercenaries after 
     the war, Ike is hired halfway through the game to back up the Laguz Alliance 
     as they lead a war against Begnion oppression.
    
    Appearance:
     Ike is a young man with blue hair (gotta have blue hair).  He wears a red 
     tunic under a blue jacket, with white leggings and boots.  He also wears 
     light gauntlets, sports a red cape, and a greenish-black headband.  His 
     main weapon is a sword.
    
    Series:
     The Fire Emblem series is a tactical turn-based strategy game in a fantasy 
     setting.  Characters in an army or battalion are pitted against opposing enemy 
     forces, where the armies take turns moving and attacking with their weapons 
     or magic.  Unlike some other series that involve creating or hiring faceless 
     soldiers to battle with, Fire Emblem has you take from a cast of individual 
     people, all with a story behind them.  Also distinctive to the game is that 
     there is no way to revive comrades who have fallen in battle.
    
    Roles:
    2005 -- Fire Emblem: Path of Radiance (GCN)
    2007 -- Fire Emblem: Radiant Dawn (Wii) 
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =====================
    3Q. Pokémon Trainer =
    =====================
    
    Culture:
     The stars of the Pokémon series have always been the cute little monsters 
     themselves, so it's easy to forget that behind most great Pokémon, you'll 
     find a talented and determined Pokémon Trainer.  Serving as the human 
     connection to the world, the PT represents the player as he explores the 
     world of Pokémon. 
     
    Character:
     Since each trainer is meant to be an avatar of the player him/herself, 
     there really is very little established character to attribute to the PT.  
     He starts from humble beginnings in his hometown, receiving his first 
     Pokémon and setting out to explore the world, meeting all kinds of different 
     trainers and battling their Pokémon teams.  If you wish to know the identity 
     of each Trainer "costume", head over to the corresponding section in the 
     "Character in Game" section.
    
     However, the Pokémon he uses are quite distinctive.  Specifically, they're 
     all the original three Pokémon available in the first game, in various 
     states of evolution.
    
     Ivysaur is National Pokédex #2.  It is known in Japan as "Fushigi Sou" 
     (strange grass).  It is the second stage of evolution, preceded by Bulbasaur 
     and succeeded by Venusaur.  It is a grass/poison-type Seed Pokémon, with 
     common traits of both plants and animals.
    
     Charizard is National Pokédex #6.  It is known in Japan as "Lizardon", most 
     likely a portmanteau of "Lizard" and the suffix "-don", used for certain 
     dinosaurs.  It is a fire/flying-type Flame Pokémon.  It is the final stage 
     of its evolution, preceded by Charmander and Charmeleon.  Its flame is said 
     to be hot enough to melt rock.
    
     Squirtle is National Pokédex #7.  It is known in Japan as "Zenigame" (pond 
     turtle).  It is the first stage of evolution, followed by Wartortle and 
     Blastoise.  It is a water-type Tiny Turtle Pokémon, with the ability to 
     shoot water out of its mouth, and to hide inside its shell.
    
    Appearance:
     The appearance of the PT is variable in nature, since people from all walks 
     of life find a calling to be Trainers.  The "default" playable trainer from 
     the very first game (and the default costume for the Brawl character) is a 
     ten-year-old boy who wears a shirt, jeans, vest jacket, and a hat based off 
     the concept of a Poké Ball.
    
     The Ivysaur is a squat blue-colored lizard with pointy ears and a fanged 
     maw.  Its most distinctive feature is the plant that grows out of its back.  
     In this stage of evolution, the plant has begun to blossom, with the leaves 
     fanning out, exposing the pink bud.
    
     The Charizard is a larger red western-type dragon.  It walks on its hind 
     legs, has forearms, large wings, and a tail whose tip is always on fire.
    
     The Squirtle is a blue turtle with a brown shell that walks on its hind 
     legs.  It has a generally pleasant look on its face.
    
    Series:
     See Pikachu.
    
    Roles:
    1998 -- Pokémon Red/Blue (GB) (introduced in Japan as Red/Green, then Blue)
    1999 -- Pokémon Yellow: Special Pikachu Edition (GBC)  
    2000 -- Pokémon Stadium (N64)  
    2000 -- Pokémon Gold/Silver (GBC)  
    2001 -- Pokémon Stadium 2 (N64)  
    2001 -- Pokémon Crystal (GBC)  
    2003 -- Pokémon Ruby/Sapphire (GBA)
    2004 -- Pokémon FireRed/LeafGreen (GBA)
    2004 -- Pokémon Colosseum (GCN)
    2005 -- Pokémon Emerald (GBA)
    2005 -- Pokémon XD: Gale of Darkness (GCN)
    2006 -- Pokémon Ranger (DS)
    2007 -- Pokémon Diamond/Pearl (DS)
    2007 -- Pokémon Battle Revolution (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    Note: Of course, it's difficult to determine what constitutes a PT being 
     in a Pokémon game.  One could make the case that every game has a "trainer" 
     that is represented by the player interacting, but I chose to include only 
     those games where a trainer is physically represented in the game in the 
     pictoral sense.  If someone wants to argue that a game does, in fact, feature 
     a trainer, you're more than welcome to.
    
    ================
    3R. Diddy Kong =
    ================
    
    Culture:
     Possibly one of the first Nintendo characters created outside of Japan, 
     Diddy Kong was created by English company Rare to give Donkey Kong a 
     partner as he struck out on his own in the Donkey Kong Country series.  
     Following the character's success in that role, Diddy was continually 
     used in the further Donkey Kong series games, even starring in some on his 
     own, as well as becoming a supporting character in the Mario sports games.
    
    Character: 
     Diddy Kong is Donkey Kong's "little buddy".  It's unknown how they first 
     met, but it is generally assumed that the young chimp started tagging along 
     with the more venerable DK to bask in his fame.  They developed into 
     friends, with Diddy's first active role occurring at a time when the Kremlings 
     stole DK's banana hoard.  Since then, Diddy has been ever-present in the 
     fight against the Kremlings.
    
    Appearance:
     Diddy is a chimp with brown hair covering most of his body, except for his 
     hands and feet, his face, and his stomach.  He generally wears a red 
     baseball cap and a red sleeveless t-shirt, which may or may not have yellow 
     stars on it.
    
    Series:
     See Donkey Kong.
    
    Roles:
    1994 -- Donkey Kong Country (SNES)  
    1995 -- Donkey Kong Country 2: Diddy's Kong Quest (SNES)  
    1995 -- Donkey Kong Land (GB)  
    1995 -- Donkey Kong Country 3: Dixie Kong's Double Trouble (SNES)  
    1996 -- Donkey Kong Land 2: Diddy's Kong Quest (GB)
    1997 -- Donkey Kong Land 3 (GB)
    1997 -- Diddy Kong Racing (N64)
    1999 -- Donkey Kong 64 (N64) 
    2000 -- Donkey Kong Country (GBC)
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Mario Kart: Double Dash!! (GCN)
    2004 -- Donkey Konga (GCN)
    2004 -- Mario Power Tennis (GCN)
    2005 -- Donkey Konga 2 (GCN)
    2005 -- Donkey Konga 3 (GCN) Japan Only
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- DK: King of Swing (GBA)
    2006 -- Mario Hoops 3-on-3 (DS)
    2007 -- Diddy Kong Racing DS (DS)
    2007 -- Mario Strikers Charged (Wii)
    2007 -- DK Jungle Climber (DS)
    2007 -- Donkey Kong Barrel Blast (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    ===========
    3S. Lucas =
    ===========
    
    Culture:
     Outside of Japan, there's almost no culture impact of the new Mother 
     protagonist.  The only pull that Lucas gets in this country is from die-hard 
     Mother/EarthBound fans (like me) seriously praying for a North America 
     release of Mother 3.
    
    Character:
     Lucas is a young boy living in Tazmily Village in Nowhere Islands, a village 
     that's rustic and idyllic until the introduction of the Pig Army.  He's 
     considered something of a crybaby by his twin brother Claus, who is more 
     adventurous.  His father, Flint, is also quite an adventurer.  Lucas is 
     somewhat reluctant to fight against the Pig Army, but through the course of 
     events, the burden is thrust upon him, as his psychic powers flourish.
    
    Appearance:
     Lucas is a chubby boy with solid black eyes, and swirly blonde hair.  He 
     wears a striped shirt, blue jean shorts, and sneakers.
    
    Series:
     The Mother series is an RPG set in modern times.  The characters wander around 
     small towns, cities, as well as stranger areas, all populated with regular-
     looking people.  Combat is similar to the Dragon Quest series, in that the 
     monsters appear facing the screen, which gives the perpsective of the team.  
     The Mother series is known for its quirky humor and odd enemies.
    
    Roles:
    2006 -- Mother 3 (GBA) Japan Only
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =================
    3T. King Dedede =
    =================
    
    Culture:
     Dedede has little cultural significance, apart from his standing as a 
     member of the Kirby cast.  It's of note to say that Dedede was originally 
     intended to be in the original Super Smash Bros., but was cut from the 
     cast before the end, so he only existed as a background character in Kirby's 
     stage.
    
     The voice of Dedede has been provided by actors Ted Lewis and Kenichi Ogata, 
     in the Kirby anime (known in the US as Kirby: Right Back at Ya!)
    
    Character:
     Appearing as the main antagonist in the first Kirby game, Dedede has been 
     an everpresent thorn in the side of justice on Popstar.  He declares himself 
     the planet's de facto king, but as they say, no one voted for him.  His 
     evildoings tend to run on the side of mischief, gluttony, or selfishness, 
     as opposed to outright malicious schemes.  On occasions, he and Kirby have 
     teamed up to take down a common foe.
    
     Despite their differences in appearance, Kirby and Dedede have much the same 
     abilities.  Dedede can inhale and exhale forcefully, as well as inflate 
     himself to float.  Other attributes include the ability to leap in the air 
     and bodyslam to the ground, and the use of his weapon of choice: a large 
     wooden mallet.
    
    Appearance:
     Dedede is a large penguin-type character.  His "feathers" are predominantly 
     blue, except for a tan belly, and he has an orange beak and feet.  His outfit 
     consists mainly of a red fur-lined robe (with his "DDD" insignia on the back), 
     and a red bobble hat that looks somewhat like a crown.  Also, he wears a red 
     and yellow belt, and sometimes is seen wearing a robe underneath that.  Also, 
     he's sometimes seen with yellow gloves, or just bare blue flippers.
    
    Series:
     See Kirby.
    
    Roles: 
    1992 -- Kirby's Dream Land (GB)  
    1993 -- Kirby's Pinball Land (GB)  
    1993 -- Kirby's Adventure (NES)  
    1993 -- Kirby's Dream Land 2 (GB)  
    1995 -- Kirby's Dream Course (SNES)  
    1995 -- Kirby's Avalanche (SNES)  
    1995 -- Kirby's Blockball (GB)  
    1996 -- Kirby Super Star (SNES)  
    1996 -- Kirby's Dream Land 3 (SNES)  
    1997 -- Kirby's Star Stacker (GB)  
    1997 -- Kirby's Super Star Stacker (Super Famicom) Japan Only
    1998 -- Kirby Baseball (Super Famicom) Japan Only
    2000 -- Kirby 64: The Crystal Shards (N64)  
    2001 -- Kirby's Tilt 'n' Tumble (GBC)  
    2002 -- Kirby: Nightmare in Dream Land (GBA)
    2003 -- Kirby Air Ride (GCN)
    2005 -- Kirby: Canvas Curse (DS)
    2006 -- Kirby: Squeak Squad (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Kirby Super Star Ultra (DS)
    
    ============
    3U. Olimar =
    ============
    
    Culture: 
     Captain Olimar was introduced as the protagonist of the Pikmin series, when 
     it was released in 2001 on the GameCube.  Nintendo designer Shigeru Miyamoto 
     has said he conceived of the concept while working in his garden, watching 
     his plants grow, and conceiving the little Pikmin creatures as a result.
    
    Character: 
     Olimar is a space freighter captain from the planet Hocotate.  He first 
     lands on the planet of the Pikmin (which is in reality, Earth), after being 
     struck by a meteor.  After landing, he finds that his ship has partially 
     broken apart and he needs to enlist the help of the Pikmin in order to find 
     all the parts and put the ship back together so he can leave the planet 
     before his air supply runs out.
    
     The Pikmin themselves are plant-animal hybrids.  They live in structures 
     called Onions.  They tend to be a rather timid race, but they can band 
     together in the presence of a strong leader in order to defend themselves 
     or accomplish a task.
    
    Appearance:
     Olimar is a very small humanoid, most commonly seen in his space suit.  
     He stands at approximately one inch tall.  His non-human characteristics are 
     centered around his head, which is much larger in proportion to the rest of 
     his body than a human's.  He also has a rather large nose, pointed ears, a 
     small tuft of brown hair, and sleepy-looking eyes.  His space suit is a 
     simple white suit with a bubble-like helmet.  The helmet is topped off with 
     an antenna that ends in a red bulb.
    
     The Pikmin are small and vaguely humanoid, in that they have two arms, two 
     legs, and an obvious head.  They stand at half an inch tall.  They are 
     predominantly a single color, one of five.  Pikmin have a stem-like antenna 
     on top of their head that ends in a plant-like object: either a leaf, a bud, 
     or a flower.  Red Pikmin have a pointed nose.  Yellow Pikmin have large 
     pointed ears.  Blue Pikmin have obvious gills.  Purple Pikmin are larger and 
     more bulbous, and White Pikmin are thinner and have segmented pink eyes.
    
    Series:
     The two Pikmin games are action games with elements of growth simulation 
     games.  The objective is to use Olimar to guide his group of Pikmin.  Since 
     Olimar can't do much on his own, he relies on the abilities of the Pikmin to 
     carry items, fight, and create new paths to travel.  The main focus of the 
     games are to find ship parts or treasures and bring them back to the ship, 
     all while avoiding death by the game's large predators.
    
    Roles:
    2001 - Pikmin (GCN)
    2004 - Pikmin 2 (GCN)
    2008 - Super Smash Bros. Brawl (Wii)
    
    ==========
    3V. Ness =
    ==========
    
    Culture:
     Ness' cultural impact has been very slight, except among American EarthBound 
     fans desperately clamoring for a localization of the third game.  He was 
     created by "Mother" series creator Shigesato Itoi simply as a small boy from 
     humble beginnings who ends up saving the world.
    
     He was also considered one of the oddest of inclusions in the original Super 
     Smash Bros., as he was the only character in the game to only have been 
     featured in one game at that time.
    
     Of note is the fact that EarthBound (Mother 2) is the ONLY game that features 
     Ness.  The first Mother features a boy named Ninten, who looks admittedly 
     simliar to Ness.  Mother 3 doesn't feature Ness specifically, but there 
     are a few references made to him.
    
    Character:
     Ness is a small boy from the town of Onett in the country of Eagleland.  
     When a meteor crashes in his town, he investigates and begins a world-saving 
     adventure.  With his friends Paula, Jeff, and Poo, and his amazing psychic 
     abilities, Ness protects the world against the infestation of the alien, 
     Giygas.
    
    Appearance: 
     Ness is a small boy with a round head.  He's dressed in a striped shirt, 
     jean shorts, sneakers, and wears a red cap on his head, turned sideways.  He 
     also sports a yellow backpack.
    
    Series:
     See Lucas.
    
    Roles:
    1994 -- Mother 2/EarthBound (SNES)
    1999 -- Super Smash Bros. (N64)
    2001 -- Super Smash Bros. Melee (GCN)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ===========
    3W. Marth =
    ===========
    
    Culture:
     As the banner character of the Fire Emblem series, Marth was assured a spot 
     in this roster, despite the fact that American folk still don't know him 
     outside of a Smash Bros. game.  Still, we'll get that chance when the DS Fire 
     Emblem drops next year.
    
    Character:
     Marth is the prince of the kingdom of Altea and a direct descendant of the 
     legendary hero, Anri, who slew the dark dragon Medeus.  When his father is 
     killed by a priest who follows Medeus, he sets out to reclaim his throne 
     and save his captured sister, using the treasure known as the Fire Emblem 
     and the legendary sword, Falchion, the Sword of Light.
    
    Appearance:
     Marth is a thin, noble-looking young man in his late teens/early twenties.  
     He has blue hair, and wears a diadem on his head.  His main outfit is 
     predominantly blue, with a tunic, breeches, boots, gloves, and a long 
     flowing cape, which has an inner red trim.  His main weapon, the Falchion, 
     is a relatively slim-looking sword, with a size that belies its true power.
    
    Series:
     See Ike.
    
    Roles: 
    1990 -- Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (Famicom) Japan Only
    1994 -- Fire Emblem: Monshou no Nazo (Super Famicom) Japan Only
    2001 -- Super Smash Bros. Melee (GCN)
    2008 -- Super Smash Bros. Brawl (Wii)
    2009 -- Fire Emblem: Shadow Dragon (DS)
    
    ===========
    3X. Luigi =
    ===========
    
    Culture:
     The absolute definition of "2P", Luigi was created to be Mario's brother, 
     a second-player character in the game Mario Bros.  The name came from a 
     pizza parlor near Redmond, WA named "Mario & Luigi's".
    
     Ever playing second fiddle to his brother, Luigi has nonetheless developed 
     into a character all his own, particularly in Super Mario Bros. 2, where 
     all four characters had different abilities.  Also, there have been games 
     that have put Luigi in the driver's seat, such as Mario is Missing and Luigi's 
     Mansion.
    
     Luigi, like all of the plumbers, is voiced by Charles Martinet.  His tone 
     of voice differs from game to game.  In certain games, such as Mario Party 
     and Super Smash Bros., his voice is higher-pitched than Mario's.  In other 
     games, such as Mario Kart 64, he has a noticably deeper voice.  This deeper 
     voice has appeared in far more recent games, and is more than likely the 
     proper tone.
    
     In live action, Luigi is portrayed by Danny Wells in the Super Mario Bros. 
     Super Show, and is played by John Leguizamo in the Super Mario Bros. movie.  
     In other animation, he has been voiced by Tony Rosato.
    
    Character:
     Mario's younger, yet taller brother has been portrayed as being more timid 
     than his sibling.  Not as used to the concept of adventure, Luigi seems to 
     prefer to stay at home while Mario goes out on adventures.  Of course, 
     Luigi has been put into action many times, most often by his brother's side.
    
     Once his distinct ablities developed, it had been revealed that Luigi can 
     jump quite a bit higher than his brother, but he tends to have worse 
     traction.
    
     In addition to travelling with Mario on his adventures, Luigi has also 
     become a regular in the "Mario cast" that frequents sports and party games.
    
    Appearance:
     Luigi's current appearance shows a taller and thinner Italian guy, with 
     brown hair and a darker mustache.  He generally wears a green shirt and 
     painter's cap with an "L" on it.  He wears blue jean overalls, white gloves, 
     and brown boots, much like his brother.
    
    Series:
     See Mario.
    
    Roles:
    1983 -- Mario Bros. (Arcade/NES)
    1985 -- Super Mario Bros. (NES)  
    1985 -- Super Mario Bros. 2  (Famicom Disk System)  
    1985 -- Wrecking Crew (NES)
    1987 -- Super Mario Bros. 2 (NES) 
    1990 -- Super Mario Bros. 3 (NES)  
    1991 -- Super Mario World (SNES)  
    1991 -- Mario Open Golf  (NES)  
    1992 -- Super Mario Kart (SNES)  
    1993 -- Super Mario All-Stars (SNES)  
    1993 -- Mario & Wario (SNES) Japan Only
    1993 -- Mario is Missing! (NES/SNES/PC)  
    1993 -- Mario's Early Years: Fun With Numbers (SNES)  
    1993 -- Mario's Early Years: Fun With Letters (SNES)  
    1994 -- Hotel Mario (CD-i)
    1994 -- Super Mario All-Stars + Super Mario World (SNES)
    1995 -- Mario's Tennis (Virtual Boy)
    1995 -- Super Mario World 2: Yoshi's Island (SNES) (as Baby Mario)  
    1996 -- Super Mario 64 (N64)  
    1997 -- Game & Watch Gallery (GB)
    1997 -- Mario Kart 64 (N64)  
    1999 -- Mario Party (N64) 
    1999 -- Super Smash Bros. (N64)
    1999 -- Super Mario Bros. Deluxe (GBC)  
    1999 -- Mario Golf (N64/GBC)  
    1999 -- Game & Watch Gallery 3 (GBC)
    2000 -- Mario Party 2 (N64) 
    2000 -- Mario Tennis (N64)  
    2001 -- Mario Tennis (GBC)
    2001 -- Paper Mario (N64)  
    2001 -- Mario Party 3 (N64) 
    2001 -- Super Mario Advance (GBA)
    2001 -- Mario Kart Super Circuit (GBA)  
    2001 -- Luigi's Mansion (GCN) 
    2001 -- Super Smash Bros. Melee (GCN) 
    2002 -- Super Mario World: Super Mario Advance 2 (GBA) 
    2002 -- Yoshi's Island: Super Mario Advance 3 (GBA)
    2002 -- Game & Watch Gallery 4 (GBA)
    2002 -- Mario Party 4 (GCN)   
    2003 -- Mario Golf: Toadstool Tour (GCN)
    2003 -- Super Mario Advance 4: Super Mario Bros. 3 (GBA)
    2003 -- Mario Party 5 (GCN) 
    2003 -- Mario Kart: Double Dash!! (GCN)
    2003 -- Mario & Luigi: Superstar Saga (GBA)
    2004 -- Mario Golf: Advance Tour (GBA) 
    2004 -- Mario Pinball Land (GBA) 
    2004 -- Paper Mario: The Thousand-Year Door (GCN) 
    2004 -- Mario Power Tennis (GCN)
    2004 -- Super Mario 64 DS (DS) 
    2004 -- Mario Party 6 (GCN) 
    2004 -- Super Mario Fushigi no Korokoro Party (Arcade) Japan Only
    2005 -- Yoshi Touch & Go (DS) 
    2005 -- Mario Party Advance (GBA) 
    2005 -- Mario Superstar Baseball (GCN) 
    2005 -- Dance Dance Revolution: Mario Mix (GCN) 
    2005 -- Mario Kart Arcade GP (Arcade)
    2005 -- Mario Party 7 (GCN) 
    2005 -- Mario Kart DS (DS) 
    2005 -- Mario & Luigi: Partners in Time (DS) 
    2005 -- Mario Tennis: Power Tour (GBA) 
    2005 -- NBA Street V3 (GCN)
    2005 -- SSX On Tour (GCN)
    2005 -- Super Mario Strikers (GCN) 
    2006 -- Super Princess Peach (DS)
    2006 -- New Super Mario Bros. (DS)
    2006 -- Mario Hoops 3-on-3 (DS)
    2006 -- Mario vs. Donkey Kong 2: March of the Minis (DS)
    2006 -- Yoshi's Island DS (DS)
    2007 -- Mario Kart Arcade GP 2 (Arcade)
    2007 -- Super Paper Mario (Wii) 
    2007 -- Mario Party 8 (Wii) 
    2007 -- Itadaki Street DS (DS) Japan Only 
    2007 -- Mario Strikers Charged (Wii)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS) 
    2007 -- Super Mario Galaxy (Wii)
    2007 -- Mario Party DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Mario Kart Wii (Wii)
    
    ===========
    3Y. Falco =
    ===========
    
    Culture:
     Although not nearly as culturally important as Fox to the Star Fox series, 
     Falco has earned a proper fan following as a result of his appearance and 
     attitude.
    
    Character:
     Falco Lombardi is an expert pilot from the Lylat system.  He's a long-time 
     friend of Fox McCloud, even though the two don't always see eye-to-eye.  He 
     often acts arrogant and overconfident, which can sometimes land him in a 
     mess, but he's usually skilled enough to get out of them.  There has been 
     more than occasion where Falco has actually left the Star Fox team to pursue 
     his own goals, but in the end, he always seems to come back to the team, 
     often when they need the help the most.
    
    Appearance:
     Falco is an anthropomorphic bird.  He is similar to Fox and the rest of the 
     Star Fox cast in that he has a basic humanoid shape, but he has an obviously 
     avian head.  His feathers are almost entirely blue, except for a ridge around 
     his eyes that is colored red.  His beak is yellow, and he has tail-feathers 
     that stick out his rear.  He's most often seen in a rugged-looking flight 
     suit, similar to Fox's, but has adopted different costumes based on the game.
    
    Series:
     See Fox.
    
    Roles:
    1993 -- Star Fox (SNES)  
    1997 -- Star Fox 64 (N64)  
    2001 -- Super Smash Bros. Melee (GCN)  
    2002 -- Star Fox Adventures: Dinosaur Planet (GCN)
    2005 -- Star Fox: Assault (GCN)
    2006 -- Star Fox Command (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ====================
    3Z. Captain Falcon =
    ====================
    
    Culture:
     In the "real world", Falcon has had little impact, except for his roles as 
     the poster boy of the F-Zero series and his resurgence as a member of the 
     Smash Bros. series.  He was created by Takaya Imamura and Shigeru Miyamoto 
     along with the other original four racers as simply to prove that there 
     were beings in those racers.
    
    Character:
     Captain Douglas Jay Falcon is the pilot of the Blue Falcon in the F-Zero 
     Grand Prix.  His origins are mysterious, and tend to change from game to 
     game.  Currently, it has been established that he has worked on the Internova 
     Police Force, and as a bounty hunter prior to becoming an F-Zero star.
    
     The F-Zero anime fleshed out his character a bit more, placing him as the 
     reluctant hero on the trail of Black Shadow, while avoiding his clone, Blood 
     Hawk.
    
    Appearance: 
     Falcon wears a combination flight suit and body armor.  The suit itself is 
     predominantly blue (or bluish-purple, depending on the game).  He wears 
     yellow and red gloves, gold metallic boots, a yellow scarf, a gray metallic 
     shoulder pad on his right shoulder, and his trademark red racing helmet, 
     with black visor, and golden falcon emblazoned on the front.  Under the 
     helmet, Falcon appears to be an unremarkable brown-haired man in his 
     thirties.
    
    Series:
     The F-Zero series is a high-speed racing game series, set in the distant 
     future where wheel-less floating craft race on fast-moving sci-fi tracks.  
     Known for its breakneck speeds and dangerous tracks, the series tends to focus 
     more on the racing than the story of its characters, which explains why 
     Captain Falcon had to be built from the ground up for the Smash series.
    
    Roles:
    1990 -- F-Zero (SNES) 
    1998 -- F-Zero X (N64)
    1999 -- Super Smash Bros. (N64)
    2001 -- Super Smash Bros. Melee (GCN)
    2003 -- F-Zero GX (GCN)
    2003 -- F-Zero AX (Arcade)
    2004 -- F-Zero: GP Legend (GBA)
    2004 -- F-Zero Climax (GBA) Japan Only
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ==============
    3AA. Lucario =
    ==============
    
    Culture:
     One of the more popular Pokémon to come out of the latest generation, 
     Lucario earned its popularity as a result of its appearance and style, as 
     well as its use as a Pokémon.  It has also starred in its own Pokémon movie, 
     Lucario and the Mystery of Mew, where it was voiced by Sean Schemmel and 
     Daisuke Namikawa, in the respective English and Japanese dubs.
    
    Character:
     National Pokédex #448 is a Fighting/Steel Aura Pokémon.  It evolves from 
     a baby form, Riolu, after achieving a certain amount of Happiness.  One of 
     its trademarks is its ability to sense something called "Aura", which it will 
     use to track the movements of its opponents.  It is apparently also able to 
     understand human speech.
    
    Appearance:
     Lucario appears as an anthropomorphic jackal.  It is colored a combination of 
     black and blue on its fur, with a cream-colored midsection.  It has pointed 
     ears, black flaps that stretch behind its head, and a blue tail.  It also 
     has a spike on the back of each hand, and one in the center of its chest.
    
    Series:
     See Pikachu.
    
    Roles:
    2007 -- Pokémon Diamond/Pearl (DS)
    2007 -- Pokémon Battle Revolution (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Pokémon Mystery Dungeon: Explorers of Darkness (DS)
    2008 -- Pokémon Mystery Dungeon: Explorers of Time (DS)
    
    =============
    3BB. R.O.B. =
    =============
    
    Culture:
     One of the first most recognizable faces of Nintendo, R.O.B., known simply as 
     the Famicom Robot in Japan, gained quite a bit of notoriety in Nintendo's 
     early days despite his relative lack of use.  He was designed as a robot that 
     the player could operate and interact with through the Nintendo Entertainment 
     System and specialized games, but was eventually shelved due to his relative 
     lack of use.  In the decades since, he has earned an underground fanbase who 
     adore his old-school charm, and has had several cameo appearances in certain 
     Nintendo games.
    
    Character:
     As R.O.B. is just a Robotic Operating Buddy, he doesn't truly have a character 
     attached to him.  His lot in life is to be used as an accessory to the games 
     he was created for.
    
     However, he has had a small revival in the Star Fox series, as the android 
     caretaker of the Great Fox was named "ROB 64", and looked somewhat similar to 
     his accessory of origin.
    
    Appearance:
     R.O.B. is a squat robot about 24 cm tall.  He has a flat rectangular head with 
     two optical sensors which detect flashes from the TV screen.  His upper 
     body is also rectangular and he sports two gray arms that he uses for 
     grasping.  He has no legs; just a hexagonal base to perch on.
    
    Series:
     Well, there's not much to say about the two games that star R.O.B., since he's
     meant to be more of an accessory than a standing series.  Games involving 
     R.O.B. were rather dependant on his own abilities, and tended to operate on 
     an honor system.
    
    Roles:
    1985 -- Gyromite (NES)
    1985 -- Stack-Up (NES)
    2005 -- Mario Kart DS (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =======================
    3CC. Mr. Game & Watch =
    =======================
    
    Culture:
     The very first Nintendo "character" was this rather indistinct looking 
     black fellow.  Representing the protagonist's character in the myriad 
     Game & Watch library, Mr. G&W has known several different jobs.  The entire 
     Game & Watch series was reportedly developed by Gunpei Yokoi after he sat 
     on a train and observed a bored businessman pressing the buttons on his 
     LCD calculator.  The rest was history, and these LCD games flew off the 
     shelves, being the first truly successful portable systems of their time.
    
    Character:
     Uh, there's not much to say.  He's certainly an industrious fellow, but 
     he's hardly a character outside of being an output for the system.  He was 
     apparently known fondly as "Hideo", until SSBM, where he became an official 
     character with a style all his own.
    
    Appearance:
     Mr. G&W is a completely black humanoid seen from profile.  He has a bulbous 
     body, spindly legs with fat feet, and thin arms that end in balled fists.  
     His nose is about a quarter the size of his large oval-shaped head, which 
     is always seen in profile, and his mouth often opens, but he has no other 
     visible facial features.
    
    Series:
     The Game & Watch games, being some of the earliest portable games, were 
     designed to be simple tasks, generally not involving much besides one thing 
     to do, such as juggling, or catching something.  They were simple LCD games, 
     so their range was rather limited, even as the series progressed through the 
     80's.
    
    Roles:
    1980 -- Ball (G&W)
    1980 -- Flagman (G&W)
    1980 -- Vermin (G&W)
    1980 -- Fire (G&W)
    1980 -- Judge (G&W)
    1981 -- Manhole (G&W)
    1981 -- Helmet (G&W)
    1981 -- Lion (G&W)
    1981 -- Parachute (G&W)
    1981 -- Octopus (G&W)
    1981 -- Chef (G&W)
    1981 -- Egg (G&W)
    1981 -- Turtle Bridge (G&W)
    1982 -- Fire Attack (G&W)
    1982 -- Oil Panic (G&W)
    1982 -- Green House (G&W)
    1983 -- Rain Shower (G&W)
    1983 -- Life Boat (G&W)
    1984 -- Spitball Sparky (G&W)
    1984 -- Crab Grab (G&W)
    1988 -- Goldcliff (G&W)
    1988 -- Climber (G&W)
    1997 -- Game & Watch Gallery (GB)
    1998 -- Game & Watch Gallery 2 (GBC)
    1999 -- Game & Watch Gallery 3 (GBC)
    2001 -- Super Smash Bros. Melee (GCN)
    2002 -- Game & Watch Gallery 4 (GBA)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    Unfortunately, it's kinda tough to define exactly what roles have featured 
    Mr. G&W.  Certain games, while not obviously featuring specific characters, 
    are defined enough that they don't look like a blank black-colored fellow.
    
    ================
    3DD. Ganondorf =
    ================
    
    Culture:
     Far more villainous than Bowser, but with more personality than any Metroid, 
     Ganondorf has a large fan following as one of Nintendo's more favorite 
     villains.  Originally conceived as a massive blue pig demon known as "Ganon" 
     (no, not "Gannon"), he was installed as the main antagonist for the Zelda 
     series.  Later games in the series fleshed out his character, establishing 
     him as being a human before his current form, then establishing his history 
     and beginnings, making him one of the few Nintendo characters with a large 
     retroactive history.
    
     Like the rest of the Zelda cast, Ganondorf has never spoken audible lines, but 
     has grunted and yelled.  He has been voiced by Takashi Nagasako and Hironori 
     Miyata.  Ganon has appeared in the Zelda animated series as a brown pig-like 
     sorcerer, where he was voiced by Len Carlson.
    
    Character:
     While there are reportedly several "Links" and "Zeldas" throughout Hyrule's 
     history, there is believed to be only one Ganondorf, also known as Ganon.  
     He was born as one of the only males born to the Gerudo tribe every 100 
     years, and as such, he became their king.  Despite his power and abilities, 
     he desired more, so he feigned pledging loyalty to the King of Hyrule so he 
     could become closer to the power of the Triforce.  Once he acquired the 
     Triforce, the holy artifact split, and he retained only one third: the 
     Triforce of Power.  Since then he has been obsessed both with acquiring the 
     complete Triforce as well as wreaking his revenge on the Royal House of 
     Hyrule and the line of Heroes.
    
    Appearance:
     Ganondorf's human appearance is that of a bronze-skinned red-haired Gerudo 
     thief.  He generally wears dark clothes or armor of varying styles, depending 
     on the game.  In his "pig" form, he's generally blue in color, and his actual 
     form varies depending on the game, be it bulbously humanoid, more feral with 
     larger horns, or completely a hairy boar-like creature.  In his human form, 
     he tends to use one or two swords as weapons, while his pig forms wield a  
     large trident.
    
    Series:
     See Link.
    
    Roles:
    1987 -- The Legend of Zelda (NES) 
    1992 -- The Legend of Zelda: A Link to the Past (SNES) 
    1993 -- Link: The Faces of Evil (CD-i) 
    1993 -- Zelda: The Wand of Gamelon (CD-i) 
    1994 -- Zelda's Adventure (CD-i) 
    1998 -- The Legend of Zelda: Ocarina of Time (N64) 
    2001 -- The Legend of Zelda: Oracle of Ages (GBC) 
    2001 -- The Legend of Zelda: Oracle of Seasons (GBC) 
    2001 -- Super Smash Bros. Melee (GCN)
    2002 -- The Legend of Zelda: A Link to the Past & Four Swords (GBA)
    2003 -- The Legend of Zelda: The Wind Waker (GCN)
    2004 -- The Legend of Zelda: Four Swords Adventures (GCN)
    2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    =================
    3EE. Jigglypuff =
    =================
    
    Culture:
     Most of what has been said about Pokémon can be found in Pikachu's entry.  
     Notable about Jigglypuff is that it's reported as being the second most-
     popular Pokémon.
    
     Also, it's important to note that the Japanese name of Jigglypuff is 
     Purin, which means pudding.  This is due to its bouncy and jiggly physical 
     nature.
    
    Character:
     Like Pikachu, there are two facets to the character of Jigglypuff.  The 
     first is as National Pokédex #039, the Normal-type Balloon Pokémon.  Its 
     most popular attack is its voice, which can lull almost any trainer or 
     Pokémon into a deep sleep.  It's said that a Jigglypuff's deep blue eyes and 
     ability to adjust the wavelength of its voice contribute to its singing power.
    
     The second is as the character in the Pokémon anime.  The Jigglypuff that 
     tends to hound Ash and his friends enjoys singing, and does so often, which 
     puts anyone who hears it into a fast sleep.  There being no one to 
     appreciate its music, Jigglypuff gets huffy and proceeds to draw on the faces 
     of those who've fallen asleep.
    
    Appearance:
     A Jigglypuff appears as a round pink object, with small pointed ears, and a 
     tuft of "hair" growing out of the top of its head (although this is more than 
     likely an extension is rubbery skin).  It also has four floppy limbs; two 
     arms and two legs, a mouth, and two big blue eyes.
    
    Series:
     See Pikachu.
    
    Roles:
    1998 -- Pokémon Red/Blue (GB) (introduced in Japan as Red/Green, then Blue)
    1999 -- Super Smash Bros. (N64)  
    1999 -- Pokémon Pinball (GB)  
    1999 -- Pokémon Yellow: Special Pikachu Edition (GBC)  
    1999 -- Pokémon Snap (N64)  
    2000 -- Pokémon Stadium (N64)  
    2000 -- Pokémon Trading Card Game (GBC)  
    2000 -- Pokémon Puzzle League (N64)  
    2000 -- Pokémon Gold/Silver (GBC)  
    2000 -- Pokémon Puzzle Challenge (GBC)  
    2001 -- Pokémon Stadium 2 (N64)  
    2001 -- Pokémon Crystal (GBC)  
    2001 -- Pokémon Card GB 2 (GBC) Japan Only
    2001 -- Super Smash Bros. Melee (GCN)
    2003 -- Pokémon Ruby/Sapphire (GBA)
    2003 -- Pokémon Pinball Ruby & Sapphire (GBA)
    2004 -- Pokémon FireRed/LeafGreen (GBA)
    2004 -- Pokémon Colosseum (GCN)
    2005 -- Pokémon Emerald (GBA)
    2005 -- Pokémon Dash (DS)
    2005 -- Pokémon XD: Gale of Darkness (GCN)
    2006 -- Pokémon Trozei! (DS)
    2006 -- Pokémon Mystery Dungeon Red Rescue Team (GBA)
    2006 -- Pokémon Mystery Dungeon Blue Rescue Team (DS)
    2006 -- Pokémon Ranger (DS)
    2007 -- Pokémon Diamond/Pearl (DS)
    2007 -- Pokémon Battle Revolution (Wii)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Pokémon Mystery Dungeon: Explorers of Darkness (DS)
    2008 -- Pokémon Mystery Dungeon: Explorers of Time (DS)
    
    ================
    3FF. Toon Link =
    ================
    
    Culture:
     Dateline: August, 2001.  Nintendo's Space World show in Tokyo.  A technical 
     demonstration of the GameCube's hardware, in which a fully 3D exhibition of 
     Link and Ganondorf battle bitterly in a castle setting.  Flash forward to the 
     first quarter of the next year, where the next Zelda game is named and 
     revealed, and faces all across the world fell.  Truly one of the more 
     controversial moves in any Nintendo series, fanboys were up in arms over 
     "Celda", their pet name for The Wind Waker, which would be the first Zelda 
     game to feature fully cel-shaded graphics in a cartoonish setting.  After 
     learning the game was just as well-made as any other Zelda game, the 
     complaints grew mostly quiet.
    
    Character:
     This specific Link is a young boy from Outset, one of the many islands in 
     the Great Sea.  After his sister Aryll is kidnapped, he is forced to don the 
     green garb of the ancient hero and set off for the Forsaken Fortress, in the 
     company of Tetra and her band of pirates.
    
    Appearance:
     Toon Link wears the dark green tunic of the hero of Hyrule, with a lighter 
     green undershirt and white breeches.  He wears short brown boots and a floppy 
     green cap.  He also wears a belt with a spiralish buckle.  As weapons, he 
     carries a small sword and shield, tailored for his size.
    
    Series:
     See Link.
    
    Roles:
    2003 -- The Legend of Zelda: The Wind Waker (GCN)
    2007 -- The Legend of Zelda: The Phantom Hourglass (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    NOTE: There is some controversy regarding what defines "Toon Link".  For the 
    purpose of this Nostalgia FAQ, I'm operating on the assumption that this 
    Link is very specifically the Hero of Winds from Wind Waker.  Other Links that 
    look similar to this Link (like the Four Swords Link) will not be counted, 
    simply because of the fact that this is a very specific Link.
    
    ===========
    3GG. Wolf =
    ===========
    
    Culture: 
     Wolf has had rather little cultural impact, aside from being a member of the 
     Star Fox cast.  His leadership of the antagonistic Star Wolf team does give 
     him a nice amount of notoriety, though.
    
    Character:
     Wolf O'Donnell, like Fox McCloud, is an ace pilot and leader of a mercenary 
     squadron, known as Star Wolf.  Unlike Fox, Wolf has fewer qualms about who he 
     works for, and sells the talents of his team to the highest bidder.  He does 
     have a code of honor, as he has on more than one occasion teamed up with Fox 
     to counter a galactic threat, but the rivalry between the two runs deep.
    
     The Star Wolf team has seen several members of varying backgrounds join its 
     ranks, such as the conniving Leon Powalski, the traitorous Pigma Dengar, the 
     nephew of Andross, Andrew Oikonny, the flirtatious Panther Caruso, and even 
     the psychic warrior, Krystal.
    
    Appearance:
     Wolf is an anthropomorphic wolf with grey fur.  He's taller than Fox and 
     wears a dark-colored flight suit.  He also has an eyepatch over his left 
     eye, something that Fox apparently gave him.
    
    Series:
     See Fox.
    
    Roles:
    1997 -- Star Fox 64 (N64)  
    2005 -- Star Fox: Assault (GCN)
    2006 -- Star Fox Command (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    
    ============
    3HH. Snake =
    ============
    
    Culture:
     When one talks about the culture of Solid Snake, one has to look at the 
     Metal Gear mythos as a whole, from each individual game all the way to the 
     series creator, Hideo Kojima.  Designed to take a different direction from 
     the action games of the time, Metal Gear was created as incorporating 
     stealth as much as action, rewarding the character for not being seen.
    
     While this was a modestly novel concept and execution in the beginning, 
     once Kojima released Metal Gear Solid in 1998, the popularity exploded 
     exponentially.  Suddenly, the Metal Gear world was full of anime-inspired 
     influences: full 3D mecha of destruction, ninjas with cloaking abilities, 
     pontificating villains, and lots of kooky one-liners that didn't translate 
     perfectly.  This led to a large franchise blossoming from this one point, 
     securing Snake's status as an icon among gamers.
    
     In the series, Kojima often tries to tie several war-related themes 
     together to amplify the human side of the series: the futility of war, 
     the attitude of the battlefield, the danger of nuclear proliferation, the 
     reliance on technology, and connections to military history, among others.
    
     Since Metal Gear Solid, Snake has been voiced by actor David Hayter in 
     English appearances, and Akio Otsuka in Japanese appearances.
    
     As the first announced character in the Smash Bros. series to not be of 
     Nintendo origin (or the origin of one of its second parties), Snake has 
     thrown open the door to all kinds of speculation regarding the inclusion of 
     third-party fighters in this and future installments of Smash Bros.  
     Smash Bros. series director Masahiro Sakurai is reported as saying that 
     Kojima "practically begged" for his character to be in Super Smash Bros. 
     Melee, but time constraints wouldn't allow it.
    
    Character:
     Solid Snake began his military days as a soldier for the unit FOXHOUND, 
     where he infiltrated the military fortress "Outer Heaven" in order to 
     destroy the weapon, Metal Gear, and defeat the fortress leader, Big Boss.  
     After completing that mission, he was called again to infiltrate the 
     commune "Zanzibar Land" to again combat the threat of Metal Gear.
    
     Following those missions, Snake went into retirement in Alaska, but was 
     called back to service to combat the FOXHOUND unit itself, it having gone 
     rogue, and destroy a new model of Metal Gear, this time in the remote base, 
     Shadow Moses.  Following that, Snake and his closest ally, Otacon, 
     established an anti-Metal-Gear organization: Philanthropy, and Snake 
     attempted to stop a Metal Gear-related plot in the Hudson Bay, alongside a 
     fellow agent, Raiden.
    
     Really, I'm only touching the highlights here, as spoiling the plotlines 
     is not what I'm after, here.  If you really want insight into the character 
     of Snake, you owe it to yourself to play the Metal Gear games, even if it 
     would require owning non-Nintendo systems to do so.
    
    Appearance:
     Snake is an average-sized, but well-built man, generally appearing to be 
     in his mid-to-late thirties.  He has brown hair, and sometimes sports 
     facial hair, depending on the game.  His costume is typically some sort of 
     combat gear.  In particular, he's famous for wearing a "Sneaking Suit": 
     a blue-gray skin-tight suit that allows him to blend in with his 
     surroundings more easily.
    
    Series:
     The Metal Gear series was designed to be a stealth infiltration series.  
     The protagonist (usually Snake) would enter his mission and attempt to reach 
     his objective, ideally being spotted as infrequently as possible.  Snake 
     is often able to hide and subvert his enemies in creative ways, such as 
     distracting them, hiding in lockers or underneath tables, as well as using 
     his weapons or close-combat techniques to subdue them.  The series began with 
     a top-down perspective, but was changed with the Metal Gear Solid series to 
     become more cinematic.
    
    Roles:
    1987 -- Metal Gear (NES/MSX2)
    1990 -- Snake's Revenge (NES)
    1990 -- Metal Gear 2: Solid Snake (MSX2)
    1998 -- Metal Gear Solid (PS1)
    1999 -- Metal Gear Solid: Integral (PS1/PC)
    1999 -- Metal Gear Solid: VR Missions (PS1/PC)
    2000 -- Metal Gear: Ghost Babel (GBC)
    2001 -- Metal Gear Solid 2: Sons of Liberty (PS2)
    2002 -- Evolution Skateboarding (PS2)
    2002 -- Metal Gear Solid 2: Substance (PS2/XBOX/PC)
    2003 -- DreamMix TV World Fighters (GCN/PS2) Japan Only
    2004 -- Metal Gear Solid: The Twin Snakes (GCN)
    2004 -- Metal Gear Solid 3: Snake Eater (PS2)
    2004 -- Metal Gear Ac!d (PSP)
    2005 -- Metal Gear Solid 3: Subsistence (PS2)
    2005 -- Metal Gear Ac!d 2 (PSP)
    2006 -- Metal Gear Solid: Portable Ops (PSP)
    2007 -- Metal Gear Solid: Portable Ops Plus (PSP)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Metal Gear Solid 4: Guns of the Patriots (PS3)
    
    Note: I'm aware of the "actual" stars for certain games on this list.  
     However, these games all feature (if nothing else), a "Snake-like" character, 
     which, in order to eliminate confusion, will be enough for me.
    
    ============
    3II. Sonic =
    ============
    
    Culture:
     The mascot of the Sega corporation, Sonic the Hedgehog was reportedly 
     designed by artist Naoto Oushima, designer Hirokazu Yasuhara, and programmer 
     Yuji Naka.  Envisioned as being a new mascot for the Sega Genesis, 
     seemingly specifically designed to directly take on Nintendo's Mario, Sonic 
     won hearts the world over for his cocky attitude and lightning-fast speeds.
    
     Sonic has been voiced by several actors in games and television media, 
     including Takeshi Kusao, Jaleel White (yes, Urkel himself), Masami Kikuchi, 
     Samuel Vincent, Martin Burke, Junichi Kanemaru, and Ryan Drummond.  His 
     current "game" voice is provided by Jason Griffith.
    
     As a bit of irony, the April 2002 edition of EGM magazine gave, as their 
     April Fool's joke of the year, a fake code giving the means to unlock Sonic 
     and Tails as playable characters in Super Smash Bros. Melee.  Sonic's 
     induction into Brawl brings that back to light, and further throws open the 
     door for even more potential newcomers from outside Nintendo.
    
    Character:
     Known as "the fastest thing alive", Sonic the Hedgehog lives in the "real 
     world" (according to the games), along with several of his anthropomorphic 
     pals.  Given his speed and tenacity, he's very cocky, aggressive, and tends 
     to lack forethought, often impatiently jumping into dangerous situations 
     feet-first.  He's also very positive and righteous, willing to brave dangers 
     for a good cause, while still maintaining his optimism.
    
     Sonic's clear and obvious primary ability is his outright land speed, which 
     has allowed him to reach speeds above Mach 1.  He often uses this speed and 
     momentum in his attacks, often combining them with a hedgehog's natural 
     inclination to roll up into a ball, allowing him to barrel into enemies, 
     either in the air or on the land.  Some games have also given him the ability 
     to grind on rails with nothing but his shoes.  Sonic can also turn into Super 
     Sonic using the powers of the Chaos Emeralds, which turns him gold and gives 
     him the added abilities of flight and near-invincibility.
    
     Despite all these abilities, Sonic has a few glaring weaknesses.  For one, 
     he dislikes water, and can't swim.  For another, he's not very durable.  In 
     many games, being hit once will cost him his collected rings, and another hit 
     will finish him.
    
    Appearance:
     Sonic appears as a predominantly blue anthropomorphic hedgehog.  His skin is 
     beige in parts of his stomach, his arms, his maw, and inside his ears.  His 
     head is his most promiennt feature, featuring two pointed ears, a flat rodent-
     like face, and a mane of blue hair or spikes that curves from the back of 
     his head.  He also has a short blue tail.  For clothing, Sonic wears white 
     gloves and shoes that are mostly red, with some white and gold accent.
    
    Series:
     In the simplest sense, the Sonic series is a platform series.  The important 
     thing that sets it apart from most other series is related to Sonic's 
     blinding speed.  Essentially, a lot of the game involves Sonic travelling 
     fast and blazing through an area, rather than taking his time and exploring.  
     The original games in the series were side-scrolling, and 3D adaptations 
     were developed in later years.
    
    Roles:
    1991 -- Sonic the Hedgehog (GEN/SMS/GG)
    1991 -- Sonic Eraser (Mega Drive) Japan Only
    1992 -- Sonic the Hedgehog 2 (GEN/SMS/GG)
    1993 -- Sonic the Hedgehog CD (SCD/PC)
    1993 -- Sonic Chaos (SMS/GG)
    1993 -- Sonic Spinball (GEN/SMS/GG)
    1993 -- SegaSonic the Hedgehog (Arcade) Japan Only
    1994 -- Sonic the Hedgehog 3 (GEN)
    1994 -- Sonic Drift (GG) Japan Only
    1994 -- Tails and the Music Maker (Sega Pico)
    1994 -- Sonic & Knuckles (GEN)
    1994 -- Sonic Drift 2 (GG)
    1994 -- Sonic Triple Trouble (GG)
    1995 -- Tails Skypatrol (GG) Japan Only
    1995 -- Tails Adventure (GG)
    1995 -- Sonic Labyrinth (GG)
    1996 -- Sonic 3D Blast (GEN/PC/SAT)
    1996 -- Sonic Blast (GG)
    1996 -- Sonic's Schoolhouse (PC)
    1996 -- Sonic the Fighters (Arcade)
    1996 -- Christmas NiGHTS (SAT)
    1997 -- Sonic & Knuckles Collection (PC)
    1997 -- Sonic Classics 3 in 1 (GEN)
    1997 -- Sonic Jam (SAT/Game.com)
    1997 -- Sonic R (SAT)
    1999 -- Sega Smash Pack (PC/DC/GBA)
    1999 -- Sonic Adventure (DC)
    1999 -- Sonic Pocket Adventure (NGPC)
    2000 -- Sonic Shuffle (DC)
    2001 -- Segagaga (DC)
    2001 -- Sonic Adventure 2 (DC)
    2001 -- Sonic Advance (GBA)
    2002 -- Sonic Adventure 2 Battle (GCN)
    2002 -- Sonic Mega Collection (GCN)
    2003 -- Sonic Advance 2 (GBA)
    2003 -- Sonic Pinball Party (GBA)
    2003 -- Sonic Adventure DX: Director's Cut (GCN/PC)
    2003 -- SonicN (N-GAGE)
    2004 -- Sonic Battle (GBA)
    2004 -- Sonic Heroes (GCN/PS2/XBOX/PC)
    2004 -- Sonic Advance 3 (GBA)
    2004 -- Sonic Mega Collection Plus (PS2/XBOX/PC)
    2004 -- Sega Superstars (PS2)
    2004 -- Sonic Gems Collection (GCN/PS2)
    2005 -- Shadow the Hedgehog (GCN/PS2/XBOX)
    2005 -- Sonic Rush (DS)
    2006 -- Sonic Riders (GCN/PS2/XBOX/PC)
    2006 -- Sonic the Hedgehog Genesis (GBA)
    2006 -- Sega Genesis Collection (PS2/PSP)
    2006 -- Sonic Rivals (PSP)
    2006 -- Sonic the Hedgehog (2006) (PS3/360)
    2007 -- Sonic and the Secret Rings (Wii)
    2007 -- Sonic Rush Adventure (DS)
    2007 -- Mario & Sonic at the Olympic Games (Wii/DS)
    2007 -- Sonic Rivals 2 (PSP)
    2008 -- Sonic Riders: Zero Gravity (Wii/PS2)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Sega Superstars Tennis (Wii/DS/PS2/PS3/360)
    2008 -- Sonic: Unleashed (PS3/360)
    
    ==========================================
    3JJ. Notes on the Animal Crossing Series =
    ==========================================
    
    Despite the use of the Animal Crossing series as a stage, certain items, and 
    music, there are no playable characters featured from the series in this 
    game.  Still, if this is a series that's important enough to warrant its own 
    emblem (the leaf), then I should do it proper by explaining what it's all 
    about:
    
    Series:
     Animal Crossing is a series where you live in a town.  This town contains 
     many creatures of varying animal species.  You begin the game having a debt 
     to pay off to Tom Nook, the local shopkeep, for your house.  You must work, 
     farm, hunt, fish, and explore in order to earn money to pay off your house, 
     and then decorate this house however you wish.  The series is a rather open-
     ended simulation game with no clear objective; just to live and work with 
     your neighbors.  Some of its more well-known features involve working with 
     the system's internal clock to plan events, and the incorporation of other 
     Nintendo series in the decorations, etc.
    
    "Roles":
    2001 -- Animal Forest (N64) Japan Only
    2002 -- Animal Crossing (GCN)
    2005 -- Animal Crossing: Wild World (DS)
    2008 -- Super Smash Bros. Brawl (Wii)
    2008 -- Animal Crossing: Cityfolk (Wii)
    
    ******************************************************************************
    4. CHARACTERS IN GAME
    ******************************************************************************
    
    As the title says, here you'll find info on the characters as they relate to 
    this game, then back to their other appearances.  Or, to put it another way, 
    this section tells you why Mario throws fireballs out of his hands, why 
    Kirby can inhale, and who that blonde chick in the blue jumpsuit is.
    
    ===========
    4A. Mario =
    ===========
    
    Appearance: Mario wears his classic red shirt, red cap, and blue overalls.  
     All his voice tracks are derived from his Super Mario 64 appearance.  His 
     details have been slightly updated for this appearance, otherwise he retains 
     his classic look.
    
    Emblem: Mario's emblem is the Super Mushroom, a prominent item in the early 
     days of Super Mario Bros, which doubled Mario's size and made him more 
     resistant to damage.
    
    Entrance: Mario enters the field through a Warp Pipe, a common mode of 
     transport since the earliest days of Super Mario Bros.
    
    Alternate Costumes: Mario has a white and red ensemble, mimicking what he 
     looks like when he picks up a Fire Flower, and a yellow and purple ensemble, 
     which resembles Wario's original plumber outfit.  He also has a reversed 
     red/blue overalls scheme that refers to his original Donkey Kong outfit, and 
     a brown and green outfit that might be reminiscent of Luigi.
    
    ---
    
    Jump: The sproing noise Mario makes as he jumps originates from jumping 
     in Super Mario Bros.
    
    Standard Attack: Originates from Mario's punch-punch-kick combo in Super Mario 
     64.
    
    Down Smash Attack: This is Mario's crouching swing kick from Super Mario 64.
    
    Dash Attack: This is similar to Mario's sliding kick in Super Mario 64.
    
    Dash Attack (with swinging item): With an item in his hand, Mario mimics his 
     dive attack from Super Mario 64.
    
    Grab and Back Throw: This may originate from Super Mario 64, when Mario flings 
     Bowser around by the tail.
    
    Wall Jump: In Super Mario 64, Mario could bounce off walls to extend his 
     jumping.  He can also do so in Brawl.
    
    Up Taunt: Mario grows whenever he snags a Super Mushroom.  Granted, the taunt 
     is spontaneous, but that's where it comes from.
    
    Side Taunt: Mario's little "cap-removing" salute stems from New Super Mario 
     Bros., which resembles a pose he did upon completing a level.
    
    Down Taunt: Mario spins around vertically and falls to the ground belly up, 
     with legs in the air.  This is a mimicking of his "defeat animation" for 
     when he loses a life in the original Donkey Kong.
    
    ---
    
    Standard Special - Fireball: Originated in Super Mario Bros., and also exists 
     in Super Mario Bros. 3, Super Mario World, and New Super Mario Bros., among 
     other games.  Mario gains the power to cast fire from his hands when he 
     collects a Fire Flower.  This isn't true to every one of his fire-invoking 
     appearances, but serves as a standard for most purposes.  The sound of 
     shooting the fireball has been reproduced from Super Mario Bros.
    
    Side Special - Cape: In Super Mario World, Mario earned himself a yellow 
     cape when he grabbed a Feather.  While the Smash Bros. use is a simple swing, 
     its use in SMW was based around both flight and a spinning attack.
    
    Up Special - Super Jump Punch: This attack to Mario's famed jump dating back 
     to Super Mario Bros.  It invokes the same *boing* sound, and involves Mario 
     punching the air as he goes up.  The coins that pop up are the same that 
     Mario collects in his many games.
    
    Down Special - F.L.U.D.D.: This device was introduced in Super Mario 
     Sunshine.  Mario used F.L.U.D.D. throughout the game to spray water at 
     paint, enemies, dirt, and just about anything else that struck his fancy.
    
    Final Smash - Mario Finale: While Mario has yet to specifically have an attack 
     such as this, it's based on his fireball powers (see Fireball above).  The 
     flashiest attack he's had in relation to his fire powers up until now had been 
     his "Ultra Flame" in Super Mario RPG, which was several large fireballs that 
     attacked enemies randomly.
    
    =================
    4B. Donkey Kong =
    =================
    
    Appearance: DK's first appearance with his necktie was in Donkey Kong for 
     the Game Boy, but Donkey Kong Country was the first game to have the current 
     three-dimensional model appearance.
    
    Emblem: The "DK" emblem as it stands has been in place since Donkey Kong 
     Country.  It's a simple derivation of his initials from the similar font used 
     in the original game.
    
    Entrance: DK starts as a barrel, then bursts out of it, as was done in 
     Donkey Kong Country.
    
    ---
    
    Air Forward Attack: DK slams both hands forward, similar to his midair attack 
     in Donkey Kong 64.
    
    Grab and Forward Throw: DK carries enemies over his head much like he carries 
     barrels in Donkey Kong Country, and throws in the same manner.
    
    Up Taunt: DK beats his chest like the stereotypical cartoon gorilla.  This 
     also occured in Donkey Kong Country if you let him idle for a time.
    
    ---
    
    Down Special - Hand Slap: From Donkey Kong Country.  DK used this move to 
     unearth things underground.
    
    Final Smash - Konga Beat: This attack is quite obviously based around the 
     recent Donkey Konga series of games.  Not only does DK utilize the bongos and 
     clapping attributed to the bonogs peripheral, but proper musical timing 
     also plays a factor in how effective this move is.
    
    ==========
    4C. Link =
    ==========
    
    Appearance: Link's appearance in this game is derived from Twilight Princess, 
     which has a slightly duller color scheme than past games, the brown leggings, 
     and the chainmail beneath the tunic.  Link is armed with the Master Sword and 
     Hylian Shield, staple weapons for him since Ocarina of Time.
    
    Emblem: The Triforce serves as the emblem for the Zelda crew.  This artifact 
     is a relic left behind by the goddesses of Hyrule after its creation, and 
     bestows considerable abilities to the one who possesses it, usually centered 
     around wishes.
    
    Entrance: Link rides into the area on a whirlwind.  This could either be a 
     reference to the original Legend of Zelda, where Link uses a whistle that
     calls a whirlwind, or the Wind Waker, where Link can be transported by 
     cyclones.
    
    Alternate Costumes: Link has a Dark costume, which represents Dark Link faced 
     in Ocarina of Time.  He also has red and blue colored costumes, which are 
     references to the other tunics in Ocarina of Time, specifically the Goron 
     and Zora Tunics, respectively.
    
    ---
    
    Air Up Attack: Link uses his Upward Thrust technique from Adventure of Link, 
     a technique he needs to learn as his experience level progresses.
    
    Air Down Attack: Link uses his Downward Thrust technique from Adventure of 
     Link, another technique he needs to learn as his experience level progresses.
    
    Grab: Link uses the Clawshot from Twilight Princess to grab, which debuted as 
     the Hookshot in Link to the Past, and has appeared in some form in many other 
     games in the series.  This is a device that consists of a claw attached to a 
     long retractable chain, which can either bring things to Link or carry him to 
     them.
    
    Up Taunt: Link swings his sword around, then sheathes it, which he also did in 
     Twilight Princess at various points in the game.
    
    Side Taunt: Link releases a fairy that floats around him.  Fairies are common 
     Legend of Zelda beings that refill Link's hearts when he touches them.
    
    Down Taunt: While this doesn't relate to any Zelda game, this is Link's taunt 
     from the original Super Smash Bros., looking as odd as it ever did.
    
    ---
    
    Standard Special - Hero's Bow: Link has used a bow in the majority of his 
     adventures, ever since the original Legend of Zelda.  They were used as 
     long-range piercing weapons.  He never had to hold the button to make the 
     arrow go farther, though.  The arrow always flew straight and never succumbed 
     to gravity.  This particular bow is patterned off the same one from Twilight 
     Princess.
    
    Side Special - Gale Boomerang: Link used boomerangs in several games, 
     beginning with the Legend of Zelda.  The use of boomerangs is generally 
     meant to stun enemies and retrieve items.  The Gale Boomerang, which debuted 
     in Twilight Princess, attached the power of wind to the boomerang, carrying 
     a small cyclone, with which to manipulate objects.
    
    Up Special - Spin Attack: Link knew this technique starting in Link to the 
     Past.  It's a relatively simple spinning technique that Link uses by 
     focusing power in his sword, then releasing it.
    
    Down Special - Bomb: Link had bombs in all the Zelda games but Adventure of 
     Link.  The point of bombs is quite simply as a means of explosive to clear 
     rocks or damage enemies.  These particular bombs are designed off the type 
     that appeared in Twilight Princess.
    
    Final Smash - Triforce Slash: This doesn't really translate to any particular 
     attack that Link has ever had.  It just uses the familiar Triforce as a 
     focus point.
    
    ===========
    4D. Samus =
    ===========
    
    Appearance (PSS): Samus wears the Varia variation of her power suit, 
     specifically derived from her appearance in the Metroid Prime series.
    
    Appearance (ZSS): Samus wears a more detailed version of her jumpsuit, which 
     first appeared in Metroid: Zero Mission.  She's also armed with the 
     "Paralyzer", an emergency pistol that didn't do any serious damage in Zero 
     Mission.
    
    Emblem: The "S" emblem first appeared in Super Metroid, and was roughly the 
     game's emblem.  This was held to all future games.  Some believe the "S" 
     emblem to be a derivation of the Screw Attack item.  Although the Screw 
     Attack's symbol clearly is a lightning bolt and not an angular "S", there is 
     grounds for seeing how the emblem could have been based off the item.
    
    Entrance: A small beam of light opens and Samus steps out of it, as if she 
     was exiting a space ship or a Save Station in Super Metroid.
    
    Alternate Costumes: Samus has a blue and yellow pallette scheme which, while 
     not an exact replica, is reminiscent of her Fusion Suit from Metroid Fusion.  
     She also has a dark costume which is similar in color scheme to the Phazon 
     Suit from Metroid Prime, or perhaps the Dark Suit from Metroid Prime 2, as 
     well as a purple-accented suit, meant as a representation of the Gravity Suit 
     from Super Metroid.
    
    ---
    
    Double Jump (PSS): Samus' second jump is a remake of the Space Jump, 
     introduced in Metroid II.  In the side-scrolling Metroid games, the Space 
     Jump gave Samus unlimited jumps in midair.  In the Prime series, the Space 
     Jump is simply a second mid-air jump for extra lift.
    
    Grab (PSS): Samus uses her Grappling Beam to grab enemies, which was 
     introduced in Super Metroid, which was used to grab onto special blocks or 
     enemies so Samus could swing to new locations.
    
    Ground Dodge (PSS): Samus rolls up into her Morph Ball form to dodge while 
     on the ground, something she's been able to do in every Metroid game, which 
     allows her to enter small tunnels.
    
    Wall Jump (PSS): In Super Metroid and subsequent side-scrolling Metroid 
     games, Samus could kick off a wall if she jumped against it, allowing her to 
     climb up shafts she otherwise wouldn't have been able to.
    
    ---
    
    Standard Special - Charge Shot (PSS): Samus first used a Charge Beam in Super 
     Metroid.  She could hold down the fire button and release a charged up 
     blast, which did more damage and tended to be of a larger area.  Its use 
     has persisted throughout later games in the series.
    
    Side Special - Missile (PSS): Samus has always had a payload of Missiles to 
     use against enemies as an extra punch.  Only in the Prime series did these 
     missiles home in on enemies (which came after the first homing usage in 
     Melee).
    
    Up Special - Screw Attack (PSS): One of Samus' more useful items, the Screw 
     Attack turned Samus into a whirling ball of energy when she jumped, allowing 
     her to smash through enemies and obstacles.  Its power has been seriously 
     toned down for the Smash Bros. series.
    
    Down Special - Bomb (PSS): Another staple item for Samus.  These small 
     explosive energy packets are used by Samus in her Morph Ball form to serve as 
     a main weapon while she's in said form.
    
    Final Smash - Zero Beam (PSS): Well, Samus has never had a weapon that blasted 
     her Power Suit off.  The closest this beam comes to being something 
     established is the Hyper Beam from Super Metroid, but there are still marked 
     differences between the two.
    
    Standard Special - Paralyzer (ZSS): Samus' emergency pistol has been fleshed 
     out for this appearance.  This is as close as it gets to the original pistol, 
     a paralyzing shot, which was quite long-range in Zero Mission, but here is 
     very short-range.
    
    Final Smash - Power Suit Samus (ZSS): The pose Samus adopts when invoking 
     this manuever looks similar to a move in Super Metroid called the "Crystal 
     Flash", where Samus would use a Power Bomb to restore her health, encasing 
     herself in a cocoon of light.
    
    ===========
    4E. Yoshi =
    ===========
    
    Appearance: Yoshi's appearance appears to be more focused on his Yoshi 
     Story look, where he looks more anthropomorphic and less lizard like.  This 
     is apparent in the placing of his feet and the way his back is straighter.
    
    Emblem: The Yoshi Egg has become the emblem for Yoshi, separating him from 
     the rest of the Mario crew.
    
    Entrance: First a Yoshi Egg appears, then Yoshi bursts out of it.  Yoshis 
     commonly begin life hatching from eggs.
    
    ---
    
    Double Jump: Yoshi's double jump is much the same as it was in Yoshi's 
     Story.  He kicks in the air repeatedly to gain height.
    
    Air Down Attack: Yoshi's Pedal Kick is somewhat taken from Yoshi's Island, 
     where his second jump didn't go as high, but it looked like it took more 
     effort.
    
    Grab and Throw: From his beginning in Super Mario World, Yoshi could grab 
     enemies with his tongue and spit them out.  Yoshi's throws are a play on 
     that.
    
    ---
    
    Standard Special - Swallow: Yoshi's prehensile tongue has been a standard since 
     his introduction in Super Mario World.  Yoshi's Island was the first game in 
     which he could turn his enemies into eggs.
    
    Side Special - Egg Roll: Yoshi has never been able to specifically roll 
     himself up in his own egg, but in Yoshi's Story, when Yoshi ate a Turbo 
     Tulip, he could encase himself in an egg and launch himself.
    
    Up Special - Egg Throw: Starting with Yoshi's Island, Yoshi could take the 
     eggs he made and throw them, as long as he had some to spare.  These throws 
     were targeted, instead of the Smash Bros. series more awkward throw.  On the 
     other hand, the Smash Bros. series does give Yoshi unlimited eggs to play 
     with.
    
    Down Special - Yoshi Bomb (aka Hip Drop): Starting in Yoshi's Island, Yoshi 
     has been able to slam down into the ground from midair, damaging all in his 
     path.
    
    Final Smash - Super Dragon: The flying and fire-breathing abilities of Yoshi 
     are derived from his very first appearance in Super Mario World.  Holding a 
     blue shell in his mouth would give him wings, and holding a red shell would 
     allow him to breathe fire.
    
    ===========
    4F. Kirby =
    ===========
    
    Appearance: Kirby, being the most uniform of all the characters, looks 
     pretty much like he always does, a pink guy with a little face, floppy 
     arms, and red shoes.
    
    Emblem: Kirby's emblem is the Warp Star, an item he frequently uses to 
     transport between areas and worlds.
    
    Entrance: Kirby rides into the battle on a Warp Star.  As stated above, 
     this is the item he rides to transport between areas.
    
    Alternate Costumes: Kirby adopts different colors for his alternate costumes, 
     some of which were used in Kirby & the Amazing Mirror to simulate his split 
     selves.
    
    ---
    
    Double Jump: Kirby can float indefinitely in most Kirby games.  The Smash 
     Bros. series only gives him a limited number of jumps.
    
    Neutral Attack (rapidly): Kirby uses the Fighter Power's Quick Jab from Kirby 
     Super Star.
    
    Dash Attack: Kirby spins on his head with his feet sticking out.  This is 
     copied from his "Yo-yo" power in Kirby Super Star.
    
    Up Throw: Kirby uses his Ninja power from Kirby Super Star and performs his 
     Air Drop.
    
    Forward Throw: Kirby uses his Suplex power from Kirby Super Star and performs 
     a Pile Driver.
    
    Back Throw: Kirby uses his Suplex power from Kirby Super Star and performs a 
     German Suplex.
    
    Down Throw: Kirby uses his Suplex power from Kirby Super Star and performs a 
     Quick Stamp.
    
    Up Taunt: Kirby does a quick little jig.  This is a common theme to his games, 
     in that after beating a level, Kirby did a little celebratory dance.
    
    ---
    
    Standard Special - Swallow: In all Kirby games, he had the ability to inhale, 
     and then either spit or swallow.  In Kirby Adventure and on, he gained the 
     ability to copy powers from his enemies.
    
    Standard Special - Bowser Hat: The manner in which Kirby blows the Fire Breath 
     is exactly the way he blows fire or ice in Kirby Super Star.
    
    Standard Special - Zelda Hat: This hat is actually the headdress of young 
     Zelda (from Ocarina of Time).
    
    Side Special - Hammer: The Hammer was a power in Kirby Adventure.  Kirby 
     could swing the hammer normally by standing still, and spin around with it in 
     the air.
    
    Up Special - Final Cutter: This is similar to the Cutter power in Kirby Super 
     Star.  Getting close to an enemy and repeatedly hitting attack ended with an 
     attack similar to the Final Cutter.
    
    Down Special - Stone: When Kirby copies the Stone power, he can drop like a 
     rock in various forms.  This ability was in various games.  It started in 
     Kirby's Adventure, and Kirby Super Star was the first game to use different 
     forms for aesthetic effect.  He drops in the Stone form from Kirby's 
     Adventure, a Thwomp from Super Mario 64, a spiked ball, a garbage block from 
     Tetris Attack, or a 100t weight.
    
    Final Smash - Kirby Cook: From Kirby Super Star, this is a power Kirby gets 
     from swallowing a chef enemy.  It's a one-time move that calls all enemies to 
     his pot and turns them into food items.
    
    =========
    4G. Fox =
    =========
    
    Appearance: Fox has a somewhat new appearance that seems to be largely based 
     on Star Fox Command's Fox.  One of his most apparent changes from other 
     iterations are the red boots he's now wearing.
    
    Emblem: The left-facing fox with wings coming out of its back is the insignia 
     of the Star Fox team, and is emblazoned on all their ships.
    
    Entrance: Fox enters the battle by jumping from his low-flying Arwing.  The 
     Arwing is the main attack fighter for the Star Fox team, used in all the 
     games.
    
    ---
    
    Standard Special - Blaster: Fox uses a blaster in Star Fox: Assault, but its 
     first video game related appearance was the original Super Smash Bros.  It's 
     something that Fox has supposedly always had since the old days, but it never 
     needed to be used since Fox was always in an Arwing.  The first time Fox was 
     even referenced to having a blaster was in the Nintendo Power comic series for 
     Star Fox.
    
    Down Special - Reflector: Fox never actually had a power of his own like this, 
     but the shield itself is copied from rings he can fly through in his 
     Arwing, particularly the ones in the older games that weren't as defined.
    
    Final Smash - Landmaster: Introduced in Star Fox 64, this tank based on the 
     design of an Arwing was used for certain ground-based missions.  It has a 
     top-mounted main cannon, the ability to roll, and the ability to hover.  
     All these are adapted into the game.
    
    =============
    4H. Pikachu =
    =============
    
    Appearance: Pikachu's appearance, being basic, is common to most Pikachu.  
     There haven't really been any updates to its look.
    
    Emblem: Like all Pokémon, Pikachu's emblem is the Poké Ball, the devices used 
     to capture Pokémon.
    
    Entrance: Like all Pokémon, Pikachu appears on the battlefield from a thrown 
     Pokéball, which is how Pokémon are sent to battle in most games.
    
    ---
    
    Neutral Attack: This is a headbutt manuever, which could correspond with the 
     Headbutt move in Pokémon, which Pikachu cannot learn normally, but can  
     through TM02.
    
    Forward Smash Attack: This close-range electric move could correspond to 
     Thundershock, Pikachu's default move.
    
    ---
    
    Standard Special - Thunder Jolt: Although there is no specific attack with 
     this name in any Pokémon game, this probably corresponds best with 
     Thundershock, which is an attack Pikachu starts with.
    
    Side Special - Skull Bash: This is actually not a power that Pikachu can 
     learn normally, but other Pokémon do.  Pikachu can possibly use the power 
     through the use of TM40.
    
    Up Special - Quick Attack: Another one of Pikachu's attacks from Pokémon, 
     which it learns at Level 16.  This is a normal-type attack that does small 
     damage.
    
    Down Special - Thunder: Correlates to Thunder from Pokémon, which Pikachu 
     learns at Level 43.  It is an accurate and rather highly damaging electric 
     attack.
    
    Final Smash - Volt Tackle: This highly damaging move originated in Pokémon 
     Emerald, which could only be learned through breeding.  Outside of the 
     Pokémon series, this move ACTUALLY originated from the game Pulseman, also 
     developed by Game Freak, and the move was called Volteccer.
    
    ============
    4I. Bowser =
    ============
    
    Appearance: Bowser's appearance is much the same as it was in Melee, with the 
     minor change in his legs, making them more turtle-like and less lizard-like.
    
    Emblem: Bowser, like the rest of the Mario crew has a Super Mushroom as his 
     emblem.
    
    ---
    
    Standard Special - Fire Breath: Bowser has used his Fire Breath (as it appears 
     here) in both Super Mario 64 and Luigi's Mansion when the respective brother 
     fought against him.  Bowser's been breathing fire, however, since the 
     days of Super Mario Bros.
    
    Down Special - Bowser Bomb: In Super Mario Bros. 3, this was one of Bowser's 
     attacks used against you.
    
    Final Smash - Giga Bowser: Originating in Super Smash Bros. Melee, this was a 
     non-playable secret boss to the Adventure Mode.  With the induction of Final 
     Smashes, this seriously beefed-up rendition of Bowser is fully utilized.
    
    ===========
    4J. Peach =
    ===========
    
    Appearance: Peach is wearing a more detailed version of her current gown, 
     which has darker pink frills that hang down on either hip.  The embroidering 
     and lace are much more detailed than any other appearance.
    
    Emblem: Like all members of the Mario cast, Peach's emblem is the Super 
     Mushroom.
    
    Alternate Costume: Peach has a yellow dress and brown hair costume, which 
     makes her look like Princess Daisy, who has been featured in several recent 
     sports/party games.  She also has a white costume that might be reminiscent 
     of her wedding dress from Super Paper Mario.
    
    ---
    
    Float: Peach uses this ability in Super Mario Bros. 2 (USA), where she 
     can float to hold herself in the air.
    
    Neutral Attack: Peach's standard attack is a slap, similar to her unarmed 
     attack in Super Mario RPG (or when armed with the Slap Glove or Super Slap).
    
    Side Smash Attack: Each of the items pulled out has a history:
     Frying Pan: Weapon for Peach from Super Mario RPG
     Golf Club: Peach was a character in Mario Golf
     Tennis Racket: Peach was a character in Mario Tennis
    
    ---
    
    Standard Special - Toad: Although Peach never uses Toad this way, her faithful 
     retainer is often at her side to attend to matters of state.  Toad was first 
     seen at the end of every fourth world in Super Mario Bros. except the final 
     one.
    
    Up Special - Parasol: In Super Mario RPG, this was one of Peach's weapons 
     against the forces of Smithy.  She also used a parasol as her main weapon in 
     Super Princess Peach, although this occured after her intial appearance in 
     Melee.  The shape of the parasol, however, which includes a heart-shaped 
     handle, is the way her parasol was shaped in Super Paper Mario.
    
    Down Special - Vegetable: This relates to Super Mario Bros. 2 (USA), where you 
     plucked vegetables from the ground and used them as weapons.  All characters 
     could do this in Super Mario Bros. 2, not just Peach.
    
    Final Smash - Peach Blossom: This translates to no game I know of, but marks 
     one of the few times Peach's name has been applied to the fruit she's named 
     after.  Peach did have an attack called "Sleepy Time" in Super Mario RPG that 
     put enemies to sleep, but that used sheep.
    
    =================
    4K. Zelda/Sheik =
    =================
    
    Appearance (Z): Zelda assumes her Twilight Princess portrayal, which has a 
     more subdued color scheme than previous versions, as well as browner hair 
     and brown boots beneath her dress.
    
    Appearance (S): Sheik is a more detailed version of the original costume, 
     with several highlighs in the stitching, as well as a braided ponytail out 
     the back.  This is reportedly a version that was rendered for Twilight 
     Princess, but was cut from the final print of the game.
    
    Emblem: Like other Legend of Zelda cast members, Zelda's emblem is the 
     Triforce.
    
    Alternate Costume (Z): Zelda has a costume with blonde hair and a lighter 
     colored dress, meant to represent the original style Zelda.
    
    ---
    
    Standard Special - Nayru's Love (Z): This spell was available to Link in 
     Ocarina of Time.  It surrounded him with a protective shield.
    
    Side Special - Din's Fire (Z): This spell was available to Link in Ocarina 
     of Time. It casts a sphere of fire around him.
    
    Up Special - Farore's Wind (Z): This spell was available to Link in Ocarina of 
     Time. It allowed him to teleport to the entrance of a dungeon.
    
    Up Special - Vanish (S): Commonly, once Sheik had finished speaking with 
     Link, a smoke bomb would mark his/her exit.  This is replicated here.
    
    Down Special - Transform: Although she only did this specifically once in 
     Ocarina of Time, Zelda uses a flash of light to change her appearance to 
     Sheik (or from).
    
    Final Smash - Light Arrow: This is specifically from Twilight Princess.  The 
     concept of sacred arrows that can destroy evil has been around since the 
     original Legend of Zelda (then they were called Silver Arrows).  The first 
     actual Light Arrows appeared in Ocarina of Time, but they were used by only 
     Link.  Zelda first took a bow in her hands in Wind Waker to help in the 
     fight against Ganondorf with Light Arrows, but these specific Light Arrows 
     are the power of the Light Spirits of Hyrule from Twilight Princess infused 
     into a physical weapon, which allow Zelda to help Link in his fight against 
     Ganondorf.
    
    ==================
    4L. Ice Climbers =
    ==================
    
    Appearance: Popo and Nana are upgraded from their original NES appearance.  
     Their parkas are more detailed, up to being able to make out individual hairs, 
     and the two are distinguishable not only by their color, but also by the 
     amount of hair peeking out from under the top of their hoods.
    
    Emblem: The eggplant is the icon of the Ice Climbers, as their goal in the 
     game was to recover their stolen vegetables.
    
    Entrance: The condor drops off Popo & Nana to enter the battle.  The condor 
     was at the top of every Ice Climbers mountain, which they had to grab to 
     finish the level in style.
    
    Losing Pose: When the Ice Climbers lose, they cry like they do in the 
     original game if they miss a bonus.
    
    ---
    
    Jump: The Ice Climbers had a decently high vertical jump, but couldn't get a 
     lot of horizontal movement out of it.  Their jump in Smash Bros. is an 
     homage to that.
    
    Side Smash Attack: This is a strong version of the standard Ice Climber hammer 
     smash.
    
    Air Down Attack: The Ice Climbers make an 8-bit "dropping" noise, which they 
     also made in Ice Climber when they fell off a ledge.
    
    Up Taunt: The hopping up and down taunt is reminiscent of when the Ice Climbers 
     get a bonus on a level.  They'll jump up and down on the results screen.
    
    ---
    
    Standard Special - Ice Shot: The ice blocks used are a homage to those the 
     Topi pushed around to fill the gaps in the floors.
    
    Final Smash - Icicle: While nothing this big ever appeared in Ice Climber, 
     this is mostly a larger version of the same kind of ice block used in Ice 
     Shot.
    
    =================
    4M. Meta Knight =
    =================
    
    Appearance: Meta Knight maintains his standard look, only slightly more 
     detailed for Smash Bros.  His costume is slightly more shiny and 
     accessorized.  His sword is also more detailed.
    
    Emblem: Meta Knight's emblem is the Warp Star, as he is part of the Kirby 
     universe.
    
    Entrance: Meta Knight uses his cape to materialize.  He often wrapped himself 
     in his cape in Kirby Super Star to teleport.
    
    ---
    
    Standard Special - Mach Tornado: In Kirby Super Star, Meta Knight was able 
     to generate small tornadoes with a flick of his sword for use as a ranged 
     attack.  This ability is transferred here.
    
    Side Special - Triple Dash: In Kirby Super Star, Meta Knight also had the 
     ability to dash straight ahead with his sword.
    
    Up Special - Shuttle Loop: The Shuttle Loop is actually a power that Kirby 
     has with the Wing ability equipped in Kirby Super Star.  This is an ability 
     where Kirby tosses an enemy into the air, then immediately strikes 
     afterwards.
    
    Down Special - Dimensional Cape: One of Meta Knight's new powers in Kirby 
     Super Star is when he uses his cape to warp from one point of the battle 
     to another.
    
    Grab and Throw: Many of MK's throws are based on Kirby's, which in turn are 
     based Kirby's Suplex and Ninja powers from Kirby Super Star.  See Kirby for 
     more info.
    
    Final Smash - Galaxia Darkness: Meta Knight's sword is named "Galaxia" 
     in the anime, but he has never used an attack like this, so this one is new 
     for Smash Bros. 
    
    =========
    4N. Pit =
    =========
    
    Appearance: Pit's look is basically a vast update from his original look 
     in Kid Icarus.  He maintains the chiton, sandals, and laurel look, only 
     with more adornment, as well as bracers on his forearms and a noticably 
     larger pair of wings.  His Sacred Bow is now a dual-blade that can be 
     split apart.
    
    Emblem: Pit's emblem is his sacred bow, his main weapon in all his games.
    
    ---
    
    Hammer Item: When Pit picks up the hammer, he swings it in a two-frame 
     animation.  This is based on the hammers in Kid Icarus, which Pit could 
     collect so he could free Centurions to help him in the boss fight in that 
     mission.
    
    ---
    
    Standard Special - Palutena Arrow: Pit's standard attack is to fire an 
     arrow from his Sacred Bow.  Pit could also fire straight upwards, and that 
     ability is translated into this game, with being able to aim straight up 
     after drawing the bowstring.
    
    Up Special - Wings of Icarus: Pit's wings are actually non-functional in 
     his games, until the final stage of the original Kid Icarus, where he 
     has unlimited flight through the power of the Pegasus Wings.  This might 
     be a combination of the two concepts.
    
    Down Special - Mirror Shield: One of the three treasures that Pit is tasked 
     with finding in Kid Icarus, Pit used this to reflect the nasty attacks of 
     Medusa.
    
    Final Smash - Palutena's Army: Palutena is the ruling goddess of Angel 
     World.  The Centurions summoned by this Final Smash are reminiscent of 
     the boss battles in Kid Icarus.  In the fortresses, Pit could free 
     Centurions from statues using Hammers.  Once free, they would fly in during 
     the boss battle to assist him.
    
    ===========
    4O. Wario =
    ===========
    
    Appearance: Wario is decked out in his biker's costume that is largely 
     associated with the WarioWare series.
    
    Emblem: Wario's emblem is the "W" that is seen on his gloves.
    
    Entrance: Wario rides in on his famous motorcycle.  See Wario Chopper below.
    
    Alternate Costume: Wario's standard alternate costume is his classic yellow and 
     purple plumber overalls, meant to be a mockery of Mario's.  He also has a 
     red and blue theme and a green and brown theme, each meant to be homages to 
     Mario and Luigi.
    
    ---
    
    Side Smash: Wario charges forward, shoulder first.  This is a technique that 
     he first adopted in Super Mario Land 3: Wario Land, which he used to barrel 
     through obstacles.
    
    ---
    
    Side Special - Wario Chopper: Wario's new biker attitude for the WarioWare 
     series meant he needed a bike, so he adopted one in the WarioWare series.
    
    Down Special - Wario Waft: Wario has always been a bit crude, with a tendency 
     towards more "Comic Mischief" than the Mario cast.  This is an example of 
     that.
    
    Final Smash - Wario-Man: In WarioWare Touched! and WarioWare Twisted!, the 
     "final" area was Wario-Man, which Wario turned into after being fed garlic.  
     He seemed to have the typical superhero powers of flight and strength, 
     although he's not completely "super".
    
    =========
    4P. Ike =
    =========
    
    Appearance: Ike's look is based on his Ranger look in Path of Radiance.  
     There's been some updating to his costume for detail, but not much has 
     changed.  The sword he wields in this game is the sacred blade, Ragnell, 
     which, oddly enough, he never carried while in his Ranger costume.
    
    Emblem: The sword emblem of the Fire Emblem series is Marth's Falchion.
    
    Entrance: Ike teleports to the battle by the use of Warp Powder, a substance 
     commonly used by the Black Knight in Path of Radiance.
    
    ---
    
    Standard Special - Eruption: While Ike doesn't have any attack like this in 
     any games he's been in, the fiery animation is based on the spell "Bolganone".
    
    Side Special - Quick Draw: This is based on Ike's "critical hit" animation 
     as his Ranger class in Path of Radiance.
    
    Up Special - Aether: This is an adaptation of Ike's "Master" skill, which he 
     learned by reading an Occult scroll.  This is his best attack, and probably 
     the best attack in the whole game.
    
    Down Special - Counter: One of the common aspects of Fire Emblem games is that 
     even if you attack an enemy, they have a chance to counterattack to give you 
     back some of that damage.  This is an adaptation of that concept.
    
    Final Smash - Great Aether: See Aether.  This more or less just a more 
     flashy version.
    
    =====================
    4Q. Pokémon Trainer =
    =====================
    
    Appearance: The default costume for the Pokémon Trainer is "Red" from Pokémon 
     Fire Red/Leaf Green, which is based on the original Red from Red/Blue.
    
    Emblem: Naturally, the emblem of the Trainer is the Poké Ball.
    
    Entrance: The Pokémon Trainer is already on the scene at the beginning of the 
     fight.  He tosses out his first Pokémon to begin the fight.
    
    Down Special - Pokémon Change: It's good strategic advice for a trainer to 
     switch out his Pokémon in order to find the right one for the current 
     enemy.
    
    ---
    
    Charizard
    
    Standard Special - Flamethrower: This is a fire-type move that Charizard can 
     learn at Level 46 (in Generation I).
    
    Side Special - Rock Smash: This is a fighting-type move that Charizard can't 
     learn on its own, but can learn from TM08 (in Generation II).
    
    Up Special - Fly: This is a flying-type move that Charizard (and many other 
     Pokémon) can learn through HM02 (starting at Pokémon Yellow).
    
    ---
    
    Squirtle
    
    Standard Special - Water Gun: This is a water-type move that Squirtle can 
     learn at Level 15 (in Generation I).
    
    Side Special - Withdraw: This is a water-type move that Squirtle can learn at 
     Level 28 (in Generation I).
    
    Up Special - Waterfall: This is a water-type move that Squirtle can't learn 
     on its own, but can learn from HM07.
    
    ---
    
    Ivysaur
    
    Standard Special - Bullet Seed: This a grass-type move that Ivysaur cannot 
     normally learn, except through TM09.
    
    Side Special - Razor Leaf: This is a grass-type move that Ivysaur can learn 
     at Level 30 (in Generation I).
    
    Up Special - Vine Whip: This is a grass-type move that Ivysaur can learn 
     at Level 10.
    
    ---
    
    Final Smash - Triple Finish: The attacks used in this FS are Fire Blast from 
     Charizard (learns from TM38), Hydro Pump from Squirtle (learns at Level 42), 
     and Solar Beam from Ivysaur (learns at Level 54).  The text window that pops 
     up refers to the Pokémon games, including the phrase "It's super effective", 
     referring to when a Pokémon used an attack against another type of Pokémon 
     that they were dominant against.
    
    ================
    4R. Diddy Kong =
    ================
    
    Appearance: Diddy's appearance in Brawl more or less matches his current 
     appearance in recent games.  He's wearing his more recent starred t-shirt.
    
    Emblem: The DK emblem of the Kong clan is also Diddy's emblem.
    
    Entrance: Like Donkey Kong, Diddy Kong starts as a barrel, then bursts out of 
     it, much as they did in Donkey Kong Country.
    
    Alternate Costume: Diddy has a lighter brown fur and pink clothing ensemble, 
     which is likely an homage to his girlfriend, Dixie Kong.
    
    ---
    
    Dash Attack - This is a cartwheel, which is Diddy's main form of attack in 
     Donkey Kong Country.
    
    ---
    
    Standard Special - Peanut Popguns: This is a move from Donkey Kong 64, which 
     was more or less the point when the Kongs got more individualism.  Diddy 
     used these as long-range weapons.
    
    Up Special - Rocketbarrel Blast: Another move from Donkey Kong 64, these
     allowed Diddy to fly through the air for a short while, much like a 
     jetpack.
    
    Down Special - Banana Peel: Bananas are an important part of a Kong's life, 
     and Diddy employs them as weapons here.
    
    Final Smash - Rocketbarrel Barrage: While using the Rocketbarrels in DK64, 
     Diddy was able to use his popguns.  This is implemented here, although in 
     DK64, Diddy was only able to fire straight ahead, not straight down.
    
    ===========
    4S. Lucas =
    ===========
    
    Appearance: Lucas appears in a 3D version of his normal likeness, based on 
     Ness' model; a larger, chubby head, solid black eyes, and more detailed 
     clothes.
    
    Emblem: Like Ness before him, Lucas' emblem is the Earth, the symbol for the 
     Mother games.
    
    Entrance: Lucas rides into the level on a Mr. Saturn tea table.  There's a 
     table similar to this in Mother 3 at a point where Lucas can find a table 
     that he can ride some time before reaching Saturn Valley.
    
    Alternate Costume: One of Lucas' costume shows him with orange hair, meant to 
     be an homage to his brother, Claus.
    
    Victory Pose: One pose has Lucas pulling something up from the ground.  This 
     is one of the "Seven Needles", a major plot point in the game.  Another has 
     him hunting around in the ground, looking for said needles.
    
    ---
    
    Side Smash Attack: Lucas uses a stick as his main weapon in Mother 3.
    
    Grab: The Rope Snake is an item from Mother 3, which Duster would use to grab 
     distant ledges.  There is also a taunt that feature the Rope Snake.
    
    Up Taunt: In Mother 3, once you name Lucas, he walks off-screen and trips on 
     the way.  This is represented in this taunt.
    
    ---
    
    Standard Special - PK Freeze: Lucas doesn't know any of the powers in his game 
     that are used in Brawl.  This is an attack used by his friend, Kumatora, 
     which targets a single enemy for cold damage.
    
    Side Special - PK Fire: This is an attack that, in Mother 3, struck all 
     enemies for fire-based damage.
    
    Up Special - PK Thunder: This power randomly strikes enemies, and may miss 
     when there are few.
    
    Down Special - PSI Magnet: In the Mother series, the Magnet take Psychic Points 
     from an enemy and adds it to the user's.
    
    Final Smash - PK Starstorm: This is a powerful attack that targets all enemies 
     in Mother 3.
    
    =================
    4T. King Dedede =
    =================
    
    Appearance: Dedede maintains his current and traditional appearance of his 
     "kingly" robes and crown.  He's also carrying his hammer full-time.
    
    Emblem: Like the others in the Kirby-verse, Dedede's emblem is the Warp Star.
    
    Entrance: Dedede is brought in on a divan carried by his loyal Waddle Dee 
     subjects.  The divan itself appears to be a model of his wrestling ring from 
     when you faced him as a boss in several Kirby games.
    
    Alternate Costume: One of Dedede's costumes is a very subdued, nearly 
     monochrome scheme, possibly meant to look as he did on the original Game Boy.
    
    ---
    
    Dash Attack - When fighting Dedede in Kirby's Dream Land, one of his attacks 
     is to dive on the ground and skid forward, which is employed in this move.
    
    ---
    
    Standard Special - Inhale: Like Kirby, Dedede also has the power to inhale 
     forcefully.  The only difference is that he can't copy the abilities of his 
     foes.
    
    Side Special - Waddle Dee: One of the members of King Dedede's army of 
     followers, Waddle Dee has no special abilities of his own to speak of.  
     Sometimes, Dedede will throw a Waddle Doo, which has a beam power, and 
     the indestructible spiked ball, Gordo.
    
    Up Special - Super Dedede Jump: This is a move Dedede has had from his first 
     appearance: the ability to launch himself into the air and slam hard on the 
     ground.  
    
    Down Special - Jet Hammer: This is a combination of Dedede's signature move 
     and perhaps Kirby's Hammer ability, specifically the "Hammer Flip" move, 
     where he charges his hammer and swings it upwards.
    
    Final Smash - Waddle Dee Army: Similar to the Waddle Dee move, Dedede has 
     never actually used an attack like this in a Kirby game, but the Waddle Dees 
     are part of his army of cronies.
    
    ============
    4U. Olimar =
    ============
    
    Appearance: Olimar has a slightly more detailed look than his GameCube 
     iterations, particularly on his space suit.
    
    Emblem: A five-petaled flower, the same kind of which that can be found on 
     the tops of certain Pikmin.
    
    Entrance: Olimar rides in on his ship from Pikmin 2, the one that carried both 
     him and Louie.
    
    ---
    
    Standard Special - Pikmin Pluck: Pikmin begin life as seeds, and grow in 
     the ground.  Olimar must pluck them from the ground to use them.
    
    Side Special - Pikmin Throw: One of the main movements of Olimar involving 
     Pikmin is to throw them.  After this, they'll either try to carry something 
     or attack an enemy.  The latter of this is translated.
    
    Down Special - Pikmin Order: There are several times during a Pikmin game 
     where the Pikmin get scattered and you need to get them to you.  Using 
     the Order command would bring any Pikmin right to your side.
    
    Final Smash - End of Day: At the end of any given day in a Pikmin game, 
     you're required to finish up and account for all your Pikmin, as you all 
     have to take off and spend the night airborne.  This is because during the 
     night, the planet's predators are out in force.  This is translated in 
     Smash, where Olimar and his crew take off, leaving the rest of the fighters 
     to deal with several Pikmin-related enemies (mostly Red Bulborbs).  The 
     crash-landing at the end could easily refer to the beginning of the original 
     Pikmin game, where Olimar crash-landed on the planet.
    
    ==========
    4V. Ness =
    ==========
    
    Appearance: Ness largely maintains his look from Super Smash Bros. Melee.
    
    Emblem: Ness's emblem is the Earth, which is the symbol for the Mother games 
     in Japan.
    
    Entrance: Ness uses the Teleport psychic ability.  The blackish and burnt look 
     actually comes from a failed teleport attempt.  If you smash into something 
     while winding up the teleport, you'll look all black and crisp.  This was more 
     comedic than anything.
    
    Alternate Costume: Although he never wore anything like this in game, one of 
     Ness's costumes gives him a black t-shirt with Mr. Saturn on the front.
    
    ---
    
    Side Smash Attack: Ness uses his bat as a main weapon in EarthBound.
    
    Down Smash Attack or Up Smash Attack: Ness can also use yo-yos as weapons in 
     EarthBound.
    
    ---
    
    Standard Special - PK Flash: Ness has this power in EarthBound.  Instead of 
     attacking, this power caused different status effects on enemies, possibly  
     resulting them in being destroyed outright.
    
    Side Special - PK Fire: This power actually belonged to Paula from EarthBound.  
     She used the power to attack a row of enemies.
    
    Up Special - PK Thunder: This power actually belonged to Paula and Poo from 
     EarthBound, but not Ness.  This interesting power had more of a chance to 
     strike with more enemies, and it struck more times at higher power levels.
    
    Down Special - PSI Magnet: This power belonged to Paula and Poo in EarthBound, 
     but not Ness.  This power stole Psychic Points from the enemy and gives them 
     to the party.
    
    Final Smash - PK Starstorm: This power is unique to Poo in EarthBound, which 
     dealt massive damage to all enemies.
    
    ===========
    4W. Marth =
    ===========
    
    Appearance: Marth appears in greater detail than he does in any game he's 
     been in.  His model, which is based off the Melee model with greater detail, 
     is itself based off common Fire Emblem art, since he's never been detailed 
     enough in a game to have a proper starting model.
    
    Emblem: Marth's emblem is his Falchion, which is the best sword in the 
     original Fire Emblem game.
    
    ---
    
    Down Special - Counter: One of the common aspects of Fire Emblem games is that 
     even if you attack an enemy, they have a chance to counterattack to give you 
     back some of that damage.  This is an adaptation of that concept.
    
    Final Smash - Critical Hit: Critical hits in Fire Emblem games typically do 
     three times normal damage, and are always part of the calculation when 
     determining how a strike will fare in combat.  The life meter that appears 
     is similar to those that appear near units in a Fire Emblem game.
    
    ===========
    4X. Luigi =
    ===========
    
    Appearance: Like Mario, Luigi wears his classic shirt, overalls, boots, gloves, 
     and painter's cap, only colored green as opposed to Mario's red.  More 
     detail than usual has been added to his jean overalls.
    
    Emblem: Like all Mushroom Kingdom inhabitants, Luigi's emblem is the Super 
     Mushroom.
    
    Entrance: Luigi pops out of a pipe, much like Mario.
    
    Alternate Costumes: One of Luigi's costumes is a white/green scheme that he 
     looks like when he picks up a Fire Flower (this is also his original Super 
     Mario Bros. color scheme).  He also has a purple outfit meant to resemble 
     Waluigi.
    
    ===========
    4Y. Falco =
    ===========
    
    Appearance: Falco appears similar to his Star Fox 64 and Star Fox Command 
     look, with a white jacket.  He also has a more detailed communications 
     headset, like Fox.
    
    Emblem: The left-facing fox with wings coming out of its back is the insignia 
     of the Star Fox team, and is emblazoned on all their ships.
    
    Entrance: Like Fox before him, Falco cruises in on his Arwing.
    
    ====================
    4Z. Captain Falcon =
    ====================
    
    Appearance: Falcon appears in a slightly updated version of his Melee look.
    
    Emblem: Falcon's emblem is a stylized bird with spread wings, which is 
     emblazoned on his helmet and serves as his insignia.
    
    Entrance: Captain Falcon rides in on his racer, the Blue Falcon.
    
    Alternate Costume: Falcon has a red costume which is meant to evoke his 
     evil clone, Blood Hawk, who first appeared in F-Zero 64.
    
    ---
    
    Standard Special - Falcon Punch: This was created for Super Smash Bros., but 
     in an interesting bit of trivia, it was used later in the F-Zero anime by 
     Captain Falcon.
    
    Final Smash - Blue Falcon: Falcon's racer for the F-Zero series finally plays 
     a role in his fighting.
    
    ==============
    4AA. Lucario =
    ==============
    
    Appearance: In an update to its standard appearance, Lucario's blue and white 
     fur is now visible on its legs, arms, head, and chest.
    
    Emblem: Like all Pokémon, Lucario's emblem is the Poké Ball.
    
    ---
    
    Standard Special - Aura Sphere: This is a fighting-type move that Lucario can 
     learn at Level 37. 
    
    Side Special - Force Palm: This is a fighting-type move that Lucario can learn 
     at Level 11.
    
    Up Special - ExtremeSpeed: This is a normal-type move that Lucario can learn 
     at Level 51.
    
    Down Special - Double Team: Lucario can learn this normal-type move from 
     TM32.
    
    Final Smash - Aura Storm: This move does not exist in Pokémon currently, but 
     is more than likely derived from Lucario's Aura abilities.
    
    =============
    4BB. R.O.B. =
    =============
    
    Appearance: R.O.B. maintains his classic look, down to the details in the 
     plastic, and has red highlights to match how he was presented with the 
     Japanese Famicom.
    
    Emblem: R.O.B.'s emblem is a gyro from Gyromite, which he moved around during 
     said game.
    
    ---
    
    Standard Special - Robo Beam: R.O.B.'s eyes don't emit light.  Actually they 
     receive light signals from the TV.  However, you don't have eyes like that in 
     a video game and not have them spit out lasers.  It'd be criminal.
    
    Side Special - Arm Rotor: While they never moved this fast, R.O.B. can spin 
     his arms and upper body independently of the rest of him.
    
    Down Special - Gyro: A holdover from the game, Gyromite, this is one of the 
     accessories that R.O.B. can manipulate.
    
    =======================
    4CC. Mr. Game & Watch =
    =======================
    
    Appearance: G&W appears as a side-facing humanoid shape, completely black and 
     two-dimensional.  Several G&W games featured a man like that, but as the 
     games went on, they became more detailed.
    
    Emblem: The emblem for G&W is a guy holding a bell.  I believe this was part 
     of the alarm function commonly employed on several G&Ws.  When the alarm was 
     turned on, this little guy would be lit up in a corner.
    
    Entrance: G&W moves in frames as if he were on an LCD screen.
    
    ---
    
    Standard Attack: The sprayer is from the game Greenhouse, where you sprayed 
     worms and spiders that tried to eat your flowers.
    
    Up Attack: The flag G&W swings is from the game Flagman.  In this game, G&W 
     copies the flag movements of another G&W.
    
    Forward Attack: The chair is from the game Lion, where you controls two 
     G&Ws that try to keep two lions in cages.
    
    Up Smash Attack: The diving helmet is the one G&W wears from the game 
     Octopus.  In this game, G&W had to make his way to treasure while avoiding 
     the tentacles of the octopus.
    
    Forward Smash Attack: The torch used is from the game Fire Attack, where 
     you had to defend the fort from attacking Native Americans.
    
    Down Smash Attack: The hammers are from the game Vermin, where G&W smacked 
     moles with hammers.
    
    Air Attack: G&W employs a fishbowl from the game Tropical Fish, where a guy 
     had to catch fish in a bowl and keep them away from a cat.
    
    Air Up Attack: From the game Spitball Sparky.  In this game, G&W had to blow a 
     ball up to hit blocks.
    
    Air Back Attack: Taken from the game Turtle Bridge.  G&W had to cross a bridge 
     of turtles carrying packages.  Fish swam under and the turtles dove to eat 
     them, which G&W had to watch out for.
    
    Dash Attack: Relates to the game Helmet, since G&W has his hardhat on.
    
    Grab and Throw: All of G&W's throws are based on the game Ball, where G&W 
     juggles balls (like he juggles enemies here).
    
    Grab and Hit: G&W uses the bell to be mentioned shortly.
    
    Up and Side Taunt: G&W's bell represents the alarm function that existed in
     some Game and Watch games.
    
    Glide: The parachute is from the game of the same name, where you had to catch 
     parachuting guys.
    
    Ledge Recover: G&W uses the aforementioned bell.
    
    Floor Recover: G&W uses the hammer from Vermin.
    
    ---
    
    Standard Special - Chef: From the game of the same name, you needed to catch 
     the sausages in the game, as opposed to throwing them.
    
    Side Special - Judgement: From the game Judge, where players were two GWs on 
     the screen.  You would press a button, and you'd see a number appear above 
     your head.  If your number was higher then the other GWs number, you'd press 
     a button to hit him on the head with a hammer. If it was lower, you'd press a 
     button to move back, because the other GW was going to hit you on the head.  
    
    Up Special - Fire: Designed after the game of the same name, where you had to 
     bounce falling people to a waiting ambulance.
    
    Down Special - Oil Panic: In the game of this name, you had to catch oil 
     dripping in your bucket, then deposit it in another G&W's bucket, who'll then 
     give it to a customer.
    
    Final Smash - Octopus: In the original Octopus, G&W had to avoid the tentacles 
     so he could get treasure.  In this iteration, G&W IS the octopus, and can 
     use the tentacles to attack enemies.
    
    ================
    4DD. Ganondorf =
    ================
    
    Appearance: Ganondorf appears as he did in Twilight Princess, with heavy 
     armor, and less pronounced facial features than other games.
    
    Emblem: Like all of "Zelda Team", Ganondorf uses the Triforce as his 
     emblem.
    
    Entrance: Ganondorf warps into the battle arena in a pool of darkness.  He 
     used similar "pools" to teleport in Twilight Princess, particularly in late 
     battles.
    
    ---
    
    Down Taunt: Ganon pulls out his sword.  In Twilight Princess, this sword was 
     used in an attempt to kill him, but he corrupted it with the Triforce of 
     Power and made it his own.
    
    ---
    
    Final Smash - Dark Beast Ganon: In Twilight Princess, Ganondorf used his 
     powers to transform into a large boar-like beast, and used charging attacks 
     to take down Link.  This is a nod to that.
    
    =================
    4EE. Jigglypuff =
    =================
    
    Appearance: Jigglypuff appears much like it always has: a pink balloony 
     animal.
    
    Emblem: Like all Pokémon, Jigglypuff's emblem is the Poké Ball, the devices 
     used to capture Pokémon.
    
    Entrance: Like Pikachu, Jigglypuff appears on the battlefield from a thrown 
     Pokéball, which is how Pokémon are sent to battle in most games.
    
    Alternate Costume: One of Jigglypuff's hats is the same hat worn by the 
     female trainer in Pokémon FireRed.
    
    ---
    
    Standard Special - Rollout: This is a representation of Jigglypuff's Rollout 
     attack from Pokémon, which is learned at Level 19.
    
    Forwards Special - Pound: This is a representation of Jigglypuff's Pound
     attack from Pokémon, which is learned at Level 9.
    
    Up Special - Sing: This is a representation of Jigglypuff's Sing attack from 
     Pokémon, which Jigglypuff starts with.
    
    Down Special - Rest: This is a representation of Jigglypuff's Rest attack from 
     Pokémon, which is learned at Level 29.
    
    ================
    4FF. Toon Link =
    ================
    
    Appearance: Toon Link is a near perfect representation of the Link that 
     appeared in Wind Waker, only he doesn't appear cel-shaded.  He's fully 3D, 
     but the level of detail is kept consistent with that of Wind Waker.  He's 
     armed with the Hero Shield and the Master Sword from that game.
    
    Emblem: Like all of "Zelda Team", Toon Link uses the Triforce as his emblem.
    
    Alternate Costume: The red, blue, and purple costumes are a nod to the Four 
     Swords games, where four Links adopted those colors.  The brown-haired Link 
     is an homage to the original Legend of Zelda, where Link appeared in those 
     colors.  The Dark Link costume probably refers not only to the constant 
     instance of Dark Link enemies in the games, but also the Dark Links that 
     showed up in Four Swords Adventures.
    
    ---
    
    Up Taunt: Link pulls out the Wind Waker and conducts with it.  This baton 
     is used in the game of the same name to play tunes.
    
    Down Taunt: This simple "looking around" animation might refer to Link's 
     idle animation in Wind Waker.
    
    ===========
    4GG. Wolf =
    ===========
    
    Appearance: Wolf is probably closest to his Assault appearance, but his 
     look incorporates elements of most games that featured him, as well as 
     elements that are completely original, such as his decorative chain.
    
    Emblem: Like all of the Star Fox characters, Wolf's emblem is the Star Fox 
     logo, odd considering he plays for the opposing team.
    
    Entrance: Much like Fox and Falco hop off of Arwings, Wolf hops out of his 
     Wolfen starfighter as he swoops in.
    
    ============
    4HH. Snake =
    ============
    
    Appearance: Snake appears much like he did in Metal Gear Solid 2.  He sports 
     his mullet from that game, and the thinner sneaking suit.
    
    Emblem: The FOX symbol serves as Snake's emblem.  It's a left-facing fox 
     viewed, from the side, with the tail curved downward.  In place of legs, 
     lightning bolts come from the fox's body.  This is not the "FOXHOUND" symbol 
     like I previously thought.  It's also the emblem for Kojima Productions.
    
    Entrance: Solid Snake appears on the field as he deactivates his stealth 
     camouflage.  The stealth camo has been a device used in the Metal Gear 
     Solid universe since the first MGS game.  The specific pose he uses was 
     copied from Metal Gear Solid 2, as he touched down on the tanker he was 
     infiltrating.
    
    Alternate Costume: Snake utilizes different camouflage for his costumes.  
     These were all employed in Metal Gear Solid 3 so Snake could disguise himself 
     better.  The alternate costumes are "Fire", "Splitter", "Snow", "Jungle", and 
     "Animal".
    
    ---
    
    Duck and Crawl - Snake flattens himself on the ground and can crawl back and 
     forth, much as he can in the Metal Gear Solid series to enter vents and 
     other low spaces.
    
    Standard Attack - Snake's standing combo is a replica of his hand-to-hand 
     combo in Metal Gear Solid, with two punches and a jumping spin kick.
    
    Dash Attack - Snake's diving roll is used in Metal Gear Solid games, which is 
     employed when Snake uses a melee attack while running.
    
    Up Smash - Snake didn't use a mortar in any game until MGS4, in which he 
     can grab one that's lying around and utilize it.
    
    Forward Smash - This move employs a Stinger missile launcher, a weapon found 
     late in most Metal Gear games, usually used to subdue some nasty enemy.
    
    Down Smash - Snake plants a mine in the ground.  Claymore mines are a common 
     weapon in most Metal Gear games, but these particular mines more resemble 
     those found in Metal Gear 2.
    
    Grab - Snake's grab manuever is to subdue the enemy from behind and get a 
     hand around its neck, which was used in Metal Gear Solid.  Also, attacking 
     while holding the enemy causes Snake to tighten his grip, which was also 
     used to subdue his enemies.
    
    Taunt - Snake covers himself in a cardboard box.  This is a box that's often 
     used in Metal Gear Solid games as a means of hiding oneself in plain sight.  
     Of course, moving or being run into would foil the disguise, so it's rarely 
     the best plan, but it does work.
    
    Hidden Taunt - Snake can use his codec on the Shadow Moses Island stage.  When 
     he does this, he'll contact one of his team for advice on the situation.  
     This is a motif that has held since the original Metal Gear.  Conversations 
     with team members can be helpful, insightful, and downright hilarious.  Brawl 
     seems to take the latter approach.
    
    Hidden Taunt (Yoshi) - Snake referring to Yoshi's "taste" is a reference to 
     Metal Gear Solid 3, where the Snake character in that game would have to 
     capture animals to eat.  Whenever his teammate "Para-Medic" brought up a new 
     animal he found, he'd ask how it tastes, sometimes to her chagrin.
    
    Hidden Taunt (Fox) - Snake mentioning that he's "sick of foxes" could be a 
     reference to his former unit, FOXHOUND, or one of his old friends, Gray 
     Fox.
    
    Hidden Taunt (Pikachu) - During this conversation, Snake mentions Ocelot.  
     During MGS1, Revolver Ocelot interrogated Snake using electric shocks as 
     torture.
    
    Hidden Taunt (Luigi) - The Colonel's odd behavior here is a reference to the 
     end of Metal Gear Solid 2, where a hacked program messed with the 
     communication, sometimes causing the Colonel to spew inane babble.
    
    Hidden Taunt (Falco) - Slippy contacts Snake for this version of the taunt.  
     Slippy is the mechanic and brains of the Star Fox team, often coming up with 
     new ships and inventions.  The concept of people hacking into Snake's codec 
     is actually a rather common occurence.
    
    Hidden Taunt (Snake) - The "Les Enfants Terrible" project was first mentioned 
     in Metal Gear Solid, where it was revealed that Solid Snake (and Liquid Snake) 
     are clones created in the likeness of Big Boss.  Snake and the Colonel are 
     just assuming that the "mirror" Snake is another clone.
    
    ---
    
    Standard Special - Hand Grenade: Snake has employed grenades in most of his 
     missions, and they're always useful for clearing a crowd.
    
    Side Special - Remote Missile: In this move, Snake employs the Nikita, a 
     rocket launcher from MGS1 and 2.  The launcher allows you to control the 
     movement of the missile, at the sacrifice of not being able to control 
     yourself.  The only major difference in Smash is that the missile is 
     controlled vertically, not horizontally as it was originally.
    
    Up Special - Cypher: Introduced in Metal Gear Solid 2, these hovering robots 
     are used for spying, surveillance, and point defense.  In Smash, Snake simply 
     rides one up as his recovery move, something he never did in the MGS games.
    
    Down Special - C4: Starting in Metal Gear Solid, Snake used plastic explosives 
     to ambush enemies and uncover hidden passages.  His first move was to set 
     the bomb, then he could blow them up.
    
    Final Smash - Grenade Launcher: I can't believe I forgot this at first, but 
     this chopper-based firing frenzy is derived from an event in Metal Gear Solid 
     2.  During a fight against a Harrier jet, Snake blasted at the Harrier from 
     a Kasatka helicopter with an RGB6 launcher.
    
    ============
    4II. Sonic =
    ============
    
    Appearance: Sonic is represented in his current iteration, which is derived 
     from Sonic and the Secret Rings, with slightly longer legs and arms than his 
     classic appearances.
    
    Emblem: Sonic's emblem is a representation of his head, which is also the logo 
     for the developer team, Sonic Team.
    
    ---
    
    Standard Special - Homing Attack: Ever since Sonic went fully 3D in Sonic 
     Adventure, he's employed an attack that can home in on enemies to eliminate 
     the guesswork in landing on bad guys.
    
    Side Special - Spin Dash: Sonic has been using this move since his first 
     game: where he rolls into a ball and zips along the ground.
    
    Up Special - Spring Jump: Springs have been a part of Sonic's environment for 
     years, always there to launch Sonic all over the area, adding to the general 
     disorientation and sense of speed in his games.
    
    Down Special - Spin Charge: Sonic's Spin Dash can be charged to have a greater 
     impact.  Of course, more impact on his spin means that he has less control, 
     but more speed.
    
    Final Smash - Super Sonic: In several Sonic games, once Sonic collected all 
     seven Chaos Emeralds, he was able to transform into a gold version of  
     himself, with the powers of flight and invulnerability (depending on the 
     game).
    
    ******************************************************************************
    5. SUBSPACE EMISSARY
    ******************************************************************************
    
    There are certain characters, settings, etc. that are in Subspace Emissary, 
    but in no other parts of the game, so those items will fall here.  Naturally, 
    I'm only going to include anything here if it has any connection to an older 
    Nintendo game.
    
    Petey Piranha
    Origin: 2002 -- Super Mario Sunshine (GCN)
     A rather large version of the Piranha Plants that have plagued Mario for 
     years, this one has developed an almost anthropomorphic quality, using leaves 
     for arms and walking around on leg-like protrusions.  It has a large trade-
     mark Piranha Plant head including yellow petals.  Mario tends to defeat it 
     by smashing its weak belly.
    
    Rayquaza
    Origin: 2005 -- Pokémon Emerald (GBA)
     This is one of a set of three legendary Pokémon found in the third generation 
     of the series, the other two being Groudon and Kyogre.  When those two began 
     battling, it would be Rayquaza that ended their fight.  It's a "Sky High" 
     Pokémon and has both Dragon and Flying types.
    
    Porky
    Origin: 1994 -- Mother 2/EarthBound (SNES)
     Originally translated as "Pokey" in the English adaptation of EarthBound, 
     Porky Minch is "the worst person in the neighborhood" in Ness's hometown of 
     Onett.  Although he sometimes treats Ness as a friend (when it's to his 
     advantages), he soon renounces humanity to join with the alien, Giygas.  He 
     also makes an appearance in Mother 3.  His appearance in Brawl actually 
     connects the most with his Mother 3 appearance.
    
    Ridley
    Origin: 1987 -- Metroid (NES)
     If there's any being that could be considered a "nemesis" to Samus Aran, 
     Ridley is it.  This huge "space dragon" is a high-ranking commander of the 
     Space Pirates, and it was established through the official Metroid e-manga 
     that he was responsible for the deaths of Samus' parents.  Samus has faced 
     him (or at least clones of him) at many points throughout the series.  Some 
     of his attacks in the games are used here, such as using his tail to stab, 
     and flying from the back of the screen to the front.
    
    Meta Ridley
    Origin: 2002 -- Metroid Prime (GCN)
     Following his first defeat against Samus on Zebes, Ridley was retrieved by 
     the Space Pirates and outfitted with cybernetic enhancements to improve 
     his combat capabilities.  Samus faced him on Tallon IV just before her fight 
     with Metroid Prime.
    
    ******************************************************************************
    6. STAGES
    ******************************************************************************
    
    The majority of the stages in this game take their appearances and mannerisms 
    from games in Nintendo's library, most often related to a particular character 
    or group of characters playable in the game.  Here follows a breakdown of 
    each stage, and how (and if) they relate to other games.
    
    ==================
    6A. Brawl Stages =
    ==================
    
    Battlefield
    Origin: Smash Bros. Series
     A generic staple of the series.  Battlefield holds no loyalties to any 
     particular game or series from Nintendo.  It's just a basic arena to fight in, 
     and has been that way since the original Super Smash Bros.
    
    Final Destination
    Origin: Smash Bros. Series
     The classic flat battlefield, introduced in the first Smash Bros., but made 
     a generically playable stage in Melee.  This is entirely nothing but one 
     flat platform.  It has become the stomping ground for many tournament 
     players who seek to rely on nothing but their own skill to win battles, 
     which is how they put it.  Personally, I think one's skill is determined by 
     how well one can adapt to different situations, not just how well one can 
     master a single stage, but that's just me.
    
    Delfino Plaza
    Origin: 2002 -- Super Mario Sunshine (GCN)
     Isle Delfino is the location of Super Mario Sunshine.  Specifically, Delfino 
     Plaza is the main hub, whereby Mario accesses all the different worlds.  
     This stage flies around the Plaza and settles in various areas.
    
    Luigi's Mansion
    Origin: 2001 -- Luigi's Mansion (GCN)
     Lucky Luigi won a mansion in a contest.  Mario went ahead to check it out, 
     and when Luigi arrived, he couldn't find Mario, but he did find the mansion 
     full of ghosts.  What followed was a romp through its many rooms sucking up 
     ghosts using Professor E. Gadd's Poltergust 3000.  The mansion is mildly 
     recreated with this stage.  Although it had multiple floors, it wasn't 
     possible to destroy the mansion as you do in this game, but completing the 
     game would make the mansion disappear.
    
    Mushroomy Kingdom
    Origin: 1985 -- Super Mario Bros. (NES)
     This is a nearly block-by-block recreation of Super Mario Bros. World 1-1, 
     updated to look pretty.  As the stage auto-scrolls, you'll be taken through 
     the entire area.  Also, randomly, you'll be given a recreation of World 1-2, 
     the underground.
    
    Mario Circuit
    Origin: Mario Kart Series (1992 -- Super Mario Kart (SNES))
     All games in the Mario Kart series have featured a "standard" racetrack, 
     named after Mario.  This stage isn't a direct copy of any one track from 
     the series, but incorporates elements that were starting to appear once Mario 
     Kart 64 was released.  Oddly enough, the Shy Guys that populate this track 
     weren't seen in karts until Mario Kart DS.
    
    Rumble Falls
    Origin: 2005 -- Donkey Kong Jungle Beat (GCN)
     This is based on one of the areas you play in Donkey Kong Jungle Beat.  The 
     tropical setting, ladders and platforms, and upward scrolling are typical of 
     the game.
    
    Bridge of Eldin
    Origin: 2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
     East of Hyrule Castle is the Eldin Province, and the Great Bridge of Eldin 
     spans a chasm there.  In the course of the game, the center of the bridge is 
     stolen away, then replaced, and the same is repeated in Brawl.  Also featured 
     are Bulblins and King Bulblin, who toss Bombs.
    
    Pirate Ship
    Origin: 2003 -- The Legend of Zelda: The Wind Waker (GCN)
     Tetra and her crew of pirates sail the Great Sea on a modest but effective 
     pirate ship.  Link didn't use this ship often in Wind Waker, but he did get 
     a chance to meet most of the crew early on.  The ship is faithfully recreated 
     using Wind Waker's trademark cel-shaded graphics.  Points of interest are 
     the launcher on the bow of the ship (which launched Link into the Forsaken 
     Fortress), the smaller boat: the King of Red Lions, which can pull up behind 
     the ship, as well as cyclones which can suck up the ship, which Link would 
     use to transport himself across the sea.
    
    Norfair
    Origin: Metroid Series (1986 -- Metroid (NES))
     One of the harshest environments on Planet Zebes, Norfair is a lava-filled 
     cavern in the depths of the planet's underground cave network, featured in 
     Metroid, Metroid: Zero Mission, and Super Metroid.  Besides the the basic 
     setup, of particular note is the "safe area", which uses the classic Zebes
     "bubble door" to access.
    
    Frigate Orpheon
    Origin: 2002 -- Metroid Prime (GCN)
     The first location in Metroid Prime is this Space Pirate frigate, a nearly 
     abandoned ruin when Samus finds it, the ship having been taken over by 
     Phazon-induced lifeforms.  The Parasite Queen in the background is a major 
     enemy that Samus had to fight before escaping the frigate.  The concept of 
     the stage flipping wasn't derived from the game, though.
    
    Yoshi's Island
    Origin: 1995 -- Super Mario World 2: Yoshi's Island (SNES)
     This area is based on the world of Yoshi's Island.  Features from that game 
     include the floating Shy Guys, the Support Ghost that pops out on the side, 
     and in the background is Raphael the Raven's moon, during winter.
    
    Halberd
    Origin: Kirby Series (1996 -- Kirby Super Star (SNES))
     The Halberd first appeared as Meta Knight's ride in Kirby Super Star, and 
     the game within it, called "Revenge of Meta Knight", detailed Kirby trying to 
     stop Meta Knight from taking over Dream Land with it.  One of the obstacles 
     on the Halberd is the Combo Cannon, which Kirby faces during the fight.  The 
     Combo Cannon fires shots, laser beams, and has a grabbing hand.
    
    Lylat Cruise
    Origin: Star Fox Series
     The Pleiades, which is the name of the ship that makes up the stage, has not 
     appeared in any Star Fox game.  This stage doesn't match with any particular 
     game, but features several places in the Star Fox series: the Asteroid Belt, 
     the planet Corneria, and a space battle with large ships.
    
    Pokémon Stadium 2
    Origin: Pokémon Series
     Based on the Melee stage of the similar name, this Stadium is meant to 
     represent the site where Pokémon battle professionally.  The changing of the 
     stage reflects different types of Pokémon that would have an advantage in the 
     area.  For the second iteration of the stadium, the types involved are 
     Electric, Flying, Ice, and Ground.
    
    Spear Pillar
    Origin: 2007 -- Pokémon Diamond/Pearl (DS)
     This is a key area in the Sinnoh region of D/P, in which it's where Dialga or 
     Palkia show up for you battle and capture (depending on the version).  This 
     has been recreated for Smash, with the players having equal chance of Dialga 
     or Palkia situated in the background of the stage, where the Pokémon will 
     cause effects on the gameplay based on their abilities of manipulating time 
     and space.  Other legendary Pokémon from Sinnoh can also appear here.
    
    Port Town Aero Dive
    Origin: F-Zero Series (2003 -- F-Zero GX (GCN))
     Port Town is a mainstay of the F-Zero series, and this particular course 
     is known for its dips and dives.  This stage is similar to Mute City in 
     SSBM, in that the platforms travel the course, and every so often you'll 
     find yourself assaulted by racers as they speed along the track.
    
    Castle Siege
    Origin: Fire Emblem Series
     Sakurai himself has stated that this castle under attack doesn't represent 
     any specific castle from any of the Fire Emblem games.  It's just a random 
     castle.  Of course, the concept of sieging is nothing new to the Fire 
     Emblem series, as the battles could transition from fields to inside 
     castles at any time during the story.
    
    WarioWare, Inc.
    Origin: WarioWare Series (2003 -- WarioWare, Inc: Mega Microgame$ (GBA))
     The basic form of this stage is a simple setup with the background being 
     the elevator from one of the towers in the original WarioWare game.  Of 
     course, it doesn't stay that way, as you'll be thrust into one of several 
     of the famous WarioWare microgames every so often.
    
    Distant Planet
    Origin: Pikmin Series (2001 -- Pikmin (GCN))
     This is Earth, only you're really small, which is the whole point behind 
     Pikmin, anyway, being a little fish in a big pond, and using the Pikmin 
     against much tougher enemies.  All the vegetation seems to be huge compared 
     to you, and there are several elements of the Pikmin series worked in to 
     the stage, such as Red Bulborbs (common enemies from the game), Onions (the 
     home base of the Pikmin), and pellets (nourishment for Pikmin that are 
     placed in the Onions to create more).
    
    Smashville
    Origin: Animal Crossing Series
     This area is based on the Animal Forest/Animal Crossing simulation series, 
     where your player sets up a house in a small town and works to communicate 
     with others and improve his house.  Much like the real series, the time on 
     this stage reflects the internal clock.  Characters that appear in the 
     background also appear in the series, and at 8PM on Saturday, just like in 
     the series, K.K. Slider (aka Totakeke) will appear with his guitar to 
     perform.
    
    New Pork City
    Origin: 2006 -- Mother 3 (GBA) Japan Only
     This large and flashy city is the ultimate area on Nowhere Islands, the 
     setting for Mother 3.  Also featured is the monster "Ultimate Chimera", one 
     of the enemies in Mother 3.
    
    The Summit
    Origin: 1984 -- Ice Climber (NES)
     This is a representation of the top of Icicle Mountain (the stage of which 
     was featured in Melee).  Once at the summit, the Ice Climbers could collect 
     their precious vegetables.  The breaking off and sliding down is brand new, 
     though.  The large fish in the water is a fish that appeared in Balloon 
     Fight.
    
    Skyworld
    Origin: 1987 -- Kid Icarus (NES)
     This is a more modernized (graphically) version of the third world in Kid 
     Icarus.  The connections are vague, given the tremendous jump in graphics, 
     but match with the concept of the world suspended in the sky.
    
    75m
    Origin: 1981 -- Donkey Kong (Arcade)
     This is a carbon copy of the original Donkey Kong's third level.  In this 
     particular stage, Mario (or Jumpman, as he was then known) needed to cross 
     the moving platforms, avoid the springs, and reach Pauline at the top.  The 
     stages were named 25m, 50m, 75m, and 100m to illustrate Donkey Kongs being 
     stacked on top of one another.
    
    Mario Bros.
    Origin: 1983 -- Mario Bros. (Arcade)
     Following in the traditions of the "Mushroom Kingdom" stages of games past, 
     this is a near-pixel-perfect recreation of the NES classic, the first game 
     to feature Mario's brother, Luigi.  Much as the original goal of Mario Bros. 
     is to knock enemies on their back by hitting them from underneath, so too 
     does this stage recreate that, only you can now use these enemies as weapons 
     against your fellow fighters.
    
    Flat Zone 2
    Origin: Game & Watch Series
     Much like Flat Zone before it, this is a representation of a Game & Watch 
     game.  Unlike the first Flat Zone, this one periodically changes to appear 
     like different G&W games.  It can appear as Fire, complete with a trampoline 
     one can bounce off of.  It can appear as Chef, with a frying pan that can 
     flip you.  It can appear as Oil Panic, with people and objects that get in 
     your way.  It can appear as Lion, with two people holding you back with 
     chairs trying to keep you in a cage.
    
    Pictochat
    Origin: 2004 -- DS Hardware (DS)
     This is a stylized area based on the Pictochat program on a Nintendo DS.  
     Combatants fight on the screen.  Their main platform is the Pictochat notice 
     window (that monitors when people enter or leave).  During the fight, 
     pictures, etc. will be drawn on the screen.  Some of these pictures are 
     platforms.  Some are hazards.
    
    Hanenbow
    Origin: 2006 -- Electroplankton (DS)
     Electroplankton, for those who don't know, is a DS "game" based around 
     creating music and sounds.  I put "game" in quotes because there is no 
     actual objective, only to make music and play around with the concepts the 
     game presents.  Hanenbow is one of the types of plankton that can be used.  
     Tossing one up to the leaves will cause it to rebound off them, creating 
     noise and changing their colors.  This is faithfully recreated in this 
     stage, including creating flowers when all leaves on a plant are turned 
     red.
    
    Shadow Moses Island
    Origin: Metal Gear Series (1998 -- Metal Gear Solid (PS1))
     Shadow Moses is a fictional island off the Alaskan shoreline.  It was the 
     setting of Metal Gear Solid.  This particular area is based on the helipad, 
     the first open area in the game.  Spotlights scan the area, as they did in 
     the game, and being spotted will give you a "!" marking, much as being 
     discovered in any Metal Gear game.  Also, during the fight, appearances will 
     be made by Metal Gear REX (from Metal Gear Solid), Metal Gear RAY (from 
     Metal Gear Solid 2), and the Gekko (from Metal Gear Solid 4).  Finally, 
     during fighting, Snake can communicate with his allies: Colonel Roy Campbell 
     (voiced by Paul Eiding), scientist Mei Ling (voiced by Kim Mai Guest) and 
     Metal Gear REX designer Hal "Otacon" Emmerich (voiced by Christopher 
     Randolph).
    
    Green Hill Zone
    Origin: Sonic Series (1991 -- Sonic the Hedgehog (GEN/SMS/GG))
     This is a recreation of the very first level of Sonic the Hedgehog, which 
     takes place in a stylized running course, with grass, hatched ground, the 
     famous shuttle loop in the background, as well as one of the famous power-up 
     TVs on top of it.  Also running in the background are Sonic series characters 
     Tails, Knuckles, and Silver.
    
    ==================
    6B. Melee Stages =
    ==================
    
    Rainbow Cruise
    Origin: Mario Series (1996 -- Super Mario 64 (N64))
     The Rainbow Ride was one of several areas in Super Mario 64, consisting of 
     wide-open space, small platforms, a floating ship, and nothing but air at 
     the bottom.  Objects such as the rotating platforms and the donut drops were 
     common and only added to the tense nature of floating so high in the air.
    
    Jungle Japes
    Origin: Donkey Kong Country Series (1993 -- Donkey Kong Country (SNES))
     This stage takes place at Cranky's Cabin in Donkey Kong Country, complete 
     with sunset in the background.  You can also see Cranky wandering around 
     inside.  His cabin was never known for having a raging river beneath it, 
     though.
    
    Temple
    Origin: The Legend of Zelda Series
     Although the area has no literal translation, it's based on the temples 
     in Zelda II: Adventure of Link that were side-scrolling, much like this 
     situation.  The architecture has been updated to look more current, but can 
     trace its roots to the looks of the temples in Zelda II.
    
    Brinstar
    Origin: Metroid Series (1986 -- Metroid (NES))
     Brinstar was the "main" area of Zebes in the first Metroid game, consisting 
     of rocks, platforms, and tunnels.  Going into Super Metroid, the sector was 
     fleshed out, including a jungle-type area, giving it a more organic feel.  
     This stage doesn't take much from that jungle area, mostly using basic 
     organic-looking platforms.  Certain other elements from Metroid include a 
     Chozo Statue that walks in the background (which held items for Samus), as 
     well as a quivering mass far in the background that may actually be Mother 
     Brain, although there's no proof of this.
    
    Yoshi's Island
    Origin: 1991 -- Super Mario World (SNES)
     Yoshi's Island was the original home of Yoshi, when he was first discovered 
     in Super Mario World.  This stage takes elements of Super Mario World, 
     including blocks that spin when struck, and diagonal slopes and pipes.  A 
     "Fishing Lakitu", new to the series in that game, floats in the background.
    
    Green Greens
    Origin: 1992 -- Kirby's Dream Land (GB)
     The very first area of Kirby's Dream Land (there are a lot of "firsts" in 
     the Melee stages) is a sprawling green field with relatively weak enemies, 
     and the large tree named "Whispy Woods" at its end.  Whispy Woods is here 
     in the middle, blowing wind and dropping apples just as he does in the 
     game of origin.
    
    Corneria
    Origin: Star Fox Series (1993 -- Star Fox (SNES))
     The fourth planet of the Lylat System is home to most of its sentient 
     inhabitants, and the city is always prominently featured whenever the Star 
     Fox team visit the planet.  Here is no exception, as the Star Fox mothership, 
     Great Fox, flies through the cityscape.  While fighting here, Arwings and 
     Wolfen fighters will attack, the first being the official craft for Star 
     Fox, the second being the official craft for Star Wolf.
    
    Pokémon Stadium
    Origin: Pokémon Series
     The original Pokémon Stadium from Melee uses the following types when it 
     changes: Fire, Water, Rock, and Grass.  See Stadium 2 for more info.
    
    Big Blue
    Origin: F-Zero Series (1990 -- F-Zero (SNES))
     Big Blue is a common track in the F-Zero series, but you don't see much of 
     the track in this stage.  No, this stage is a showcase of a large number of 
     the racers in F-Zero X, which you move across as you play the stage.
    
    Onett
    Origin: 1994 -- Mother 2/EarthBound (SNES)
     This is Ness's hometown, which featured several shops and homes, giving 
     him plenty of places to explore.  Featured in this stage are two homes and 
     the Drug Store.  Also, Onett typically has traffic touring around the 
     streets, but the traffic actually stopped for you, unlike in this stage.  
     One of the more important vehicles that comes by is the tour bus of the 
     Runaway Five, a travelling band that Ness and his friends meet with on more 
     than one occasion.
    
    ******************************************************************************
    7. ITEMS
    ******************************************************************************
    
    Similar to the Stages section above, this section takes a look at each of 
    the game's items, and if they relate to anything else in Nintendom.
    
    ==================
    7A. Normal Items =
    ==================
    
    The following are items that are the same every time you pick them up.  
    They don't have a chance of doing anything different or releasing anything 
    different when used (in other words, not Poké Balls nor Assist Trophies).
    
    ---
    
    Smash Ball
    Origin: Smash Bros. Series
     Certainly, the Smash Emblem on the front would be a dead giveaway, but this 
     item is unique to Smash Bros.
    
    Crate
    Origin: Smash Bros. Series
     With the Smash logo on its side, these crates are vintage Smash Bros.  
     Looking at the other styles, I can't make any connections to other series.
    
    Barrel
    Origin: Smash Bros. Series
     Although one could make a case of the connection between barrels and Donkey 
     Kong, and you wouldn't be far off in doing so, these barrels have the Smash 
     logo on them, and are termed as being a basic item.  No connections can be 
     derived with the other styles.
    
    Capsule
    Origin: Pop Culture
     While certain games throughout history have employed capsules in one form or 
     another, they can all be traced back to Japanese vending machines, which can 
     hold collectible capsule toys.
    
    Party Ball
    Origin: Pop Culture
     Often employed in Japanese parties, these tend to contain candy or presents.  
     The same idea is employed here, only on a larger scale.
    
    Blast Box
    Origin: Pop Culture
     The concept of exploding barrels, boxes, etc. has existed in gaming for some 
     time, and can't really be traced back to anything specific.
    
    Sandbag
    Origin: Smash Bros. Series
     Sandbag first appeared in Melee as a target for the Home Run game.  Described 
     as a fellow who doesn't mind the punishment and enjoys watching people let 
     loose, Sandbag's destiny is to be beaten to the point that he'll sail far and 
     wide when struck with a bat.  This is the first game in which he's featured 
     as an in-game item.
    
    Maxim Tomato
    Origin: Kirby Series (1992 -- Kirby's Dream Land (GB))
     This tomato with a big M on its front hails from the Kirby series of games.  
     Picking one up would completely restore Kirby's health.
    
    Heart Container
    Origin: Zelda Series (1987 -- The Legend of Zelda (NES))
     When Link picked up this useful item in most Legend of Zelda games, his 
     heart meter would be completely refilled and increased by one.
    
    Dragoon
    Origin: 2003 -- Kirby Air Ride (GCN)
     One of the two legendary rides in Kirby Air Ride, the Dragoon has an 
     incredible gliding ability compared to other rides.  Much like in this 
     game, Kirby needed to find all three pieces of the Dragoon before he could 
     use it in the game.
    
    Super Mushroom
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     This classic item made Mario or Luigi double in size when they grabbed it, 
     and allowed them to take a hit from an enemy without falling.
    
    Poison Mushroom
    Origin: Mario Series (1986 -- Super Mario Bros. 2 (Famicom) Japan Only)
     The antithesis of the Super Mushroom, the Poison Mushroom basically just 
     served as an enemy that moved like a Super Mushroom, in that you would take 
     a hit if you touched it.  In the Smash Bros. series, the Mushroom works as a 
     shrinker, and the differences between Super and Poison are subtle, meaning 
     you have to watch closely, while they were rather obvious in the old game.
    
    Warp Star
    Origin: Kirby Series (1992 -- Kirby's Dream Land (GB))
     These magical stars are found throughout the Kirby series.  Touching one 
     would take Kirby on a ride to another area.  They were mainly used for 
     transport in his series, not to attack.
    
    Starman
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     A useful find in many Mario games.  This bouncy golden star with eyes has the 
     ability to render its user invincible for a short amount of time, often with 
     the added ability to damage enemies simply by plowing through them.
    
    Metal Box
    Origin: Mario Series (1996 -- Super Mario 64 (N64))
     In Super Mario 64, these green boxes contain a metal cap, which turn Mario 
     into Metal Mario, giving him invincibility, and the ability to sink to the 
     bottom of water and walk on the bottom.
    
    Bunny Hood
    Origin: Zelda Series (1998 -- The Legend of Zelda: Ocarina of Time (N64))
     While this first appeared in Ocarina of Time, the Bunny Hood's trademark 
     ability to speed you up wasn't applied until Majora's Mask was released.  
     Equipping this on Link in the land of Termina allowed you to run at double 
     speed and jump much further.  Definitely one of the most used "masks" in 
     that game.
    
    Superspicy Curry
    Origin: Kirby Series (1992 -- Kirby's Dream Land (GB))
     When Kirby snagged this hot stuff, he had abilities to spit fireballs 
     for a limited time.  The application in Brawl is similar.
    
    Timer
    Origin: Gaming Culture
     It's nearly impossible to narrow this item down to a single game, as so 
     many have featured the concept of a clock or stopwatch that, when grabbed by 
     the player, either slows down or stops time or everyone but the player.
    
    Lightning
    Origin: Mario Kart Series (1992 -- Super Mario Kart (SNES))
     While lightning has been a part of hundreds of games, this particular 
     lightning bolt applies to the Mario Kart series, as one of the many items 
     you can pick up while driving.  Often received when you are behind in the 
     race, using this will shrink all other drivers but yourself, allowing you 
     to possibly catch up to your foes.
    
    Beam Sword
    Origin: Pop Culture, Sci-fi
     A lot of people want to call this a lightsaber.  While there are certain 
     common aspects of the two, there really is no direct connection, and a lot 
     of Japanese sci-fi media employ beam swords.
    
    Home-Run Bat
    Origin: Pop Culture, Sports
     Yes, I know people want this to be from the Mother series, or from any 
     Nintendo sports game, but this is just a regular old bat, which has been 
     confirmed in the Trophy section.  Baseball is a popular sport in Japan, 
     possibly moreso than America.
    
    Fan
    Origin: Pop Culture
     Despite certain characters using fans as weapons, the folded paper fan is a 
     common aspect of Japanese slapstick.  Oftentimes, such a fan was used to bop 
     the teller of a particularly bad joke, or someone who has done something 
     particularly dense.
    
    Lip's Stick
    Origin: 1995 -- Panel de Pon (SNES) Japan Only
     While we definitely got this game, as Tetris Attack, starring Yoshi, we were 
     denied the original setup, which pit a fairy girl named Lip in similar 
     circumstances.  This is the stick she carried.
    
    Star Rod
    Origin: Kirby Series (1993 -- Kirby's Adventure (NES))
     This was a key item (or MacGuffin) in Kirby's Adventure.  Dedede steals this 
     and breaks it into seven pieces, and it's up to Kirby to reassemble it so 
     the citizens of Dream Land can dream once more.  In the finale of the game, 
     he uses the Star Rod as a weapon against the Nightmare.
    
    Hammer
    Origin: Donkey Kong Series (1981 -- Donkey Kong (Arcade))
     In the original Donkey Kong, picking up a hammer would send you into a 
     pounding frenzy.  Such is also the case here.
    
    Golden Hammer
    Origin: 1985 -- Wrecking Crew (NES)
     This special hammer was used in Wrecking Crew.  If you smashed things in the 
     proper order, one would appear, which would allow you to work fast and smash 
     harder.  Also, as is replicated in this game, you can use it to hover over 
     the air for a limited time.  Unlike the original Golden Hammer, the Smash 
     version has been adapted to copy the Donkey Kong Hammer.
    
    Super Scope
    Origin: 1992 -- Super Scope 6 (SNES)
     This is an actual physical peripheral that existed as the Super Nintendo 
     iteration of the NES Zapper.  It is compatible with eleven games on the 
     Super Nintendo.
    
    Ray Gun
    Origin: Sci-fi
     If someone can tie this to one specific game, I'll be shocked, because 
     sci-fi media throughout history has supplied us with fancy and futuristic 
     laser weapons.  This is just one other representation.
    
    Fire Flower
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     This mystical flower granted Mario and Luigi the ability to toss fireballs.  
     In this series, they can do so without the use of the flower, so the Flower 
     has been adapted to spew continuous flames over a short distance.
    
    Cracker Launcher
    Origin: 2003 -- Kirby Air Ride (GCN)
     This is one of the several powerups found in Air Ride, specifically found 
     in green boxes.  The only difference here is that the original constantly 
     shot fireworks.
    
    Bob-Omb
    Origin: Mario Series (1987 -- Super Mario Bros. 2 (NES))
     The Bob-Omb is a walking bomb with little eyes.  Its life consists of 
     walking around aimlessly, then stopping to explode violently.  They dogged 
     Mario and the gang in SMB2 and many games since.
    
    Motion Sensor Bomb
    Origin: 1997 -- Goldeneye 007 (N64)
     Wellll, sort of.  This item actually has a bit of history.  In the original 
     Smash Bros., it was quite obviously a proximity mine from Goldeneye 007.  In 
     the Japanese (and in beta English) version of Melee, it was a proximity mine 
     from Perfect Dark, but was then changed in non-Japanese versions to look 
     more like the mine from Goldeneye again.  This is most likely due to rights 
     complications, considering Rare was in charge of distribution of Perfect Dark 
     and Goldeneye in the west.  To simplify matters, the Brawl Motion Sensor 
     Bomb has a wacky purple color scheme that doesn't apply it to anything.
    
    Gooey Bomb
    Origin: Brand New
     This sticky bomb is unique to this game.
    
    Smart Bomb
    Origin: Star Fox Series (1993 -- Star Fox (SNES))
     While the concept of "smart bomb" has long existed in video games to denote 
     any type of large-yield explosive that could take out a decent amount of 
     enemies, this "B"-marked circle is unique to the Star Fox series.  Also 
     called "Nova Bomb", this was used by Arwings and Landmasters to create a 
     large explosion that could vaporize several small enemies.  The red color and 
     "B" were introduced in Star Fox 64, and have been used in every game since.
    
    Deku Nut
    Origin: Zelda Series (1998 -- The Legend of Zelda: Ocarina of Time (N64))
     These are nuts that grow from the mystical Deku Tree in Hyrule.  They're 
     found in many places.  If Link threw one at the ground, it would cause a  
     bright flash, stunning nearby enemies.
    
    Freezie
    Origin: Mario Series (1983 -- Mario Bros. (NES))
     This sliding block of ice with a face was one of the myriad enemies in 
     the original Mario Bros.  If it touched a lower level, it melted, coating 
     the platform in ice.  This adaptation simply freezes an enemy solid.
    
    Smoke Ball
    Origin: Pop Culture
     Lots of games (as well as other media) have the concept of a smokescreen, 
     used to obscure passage and confuse chasers.  This game is now officially one 
     of them, I suppose.
    
    Pitfall
    Origin: Animal Crossing Series (2002 -- Animal Crossing (GCN))
     This naughty little item doesn't truly have a use in Animal Crossing, only 
     to trap the unsuspecting in a hole.  It has much the same function in this 
     game.
    
    Hothead
    Origin: Mario Series (1991 -- Super Mario World (SNES))
     The concept of beings or traps that follow the length of a platform is a 
     constant worry in most platforming games, and the Hothead certainly falls in 
     that category.  Quite simply, a large living fireball (with eyes) that traces 
     around whatever surface it's currently stuck to.
    
    Mr. Saturn
    Origin: 1994 -- Mother 2/EarthBound (SNES)
     This is a member of the Mr. Saturn species, all of whom are named Mr. Saturn.  
     The live in the odd Saturn Valley and speak in their own peculiar language, 
     although they are quite understandable.  They're a generally laid back and 
     well-meaning folk, but tend to be rather passive.
    
    Green Shell
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     Koopa Troopas reside in these shells as a form of armor.  When hit, they 
     retreat into their shells where they cannot be defeated by being jumped 
     upon.  However, this meant that Mario or Luigi could then kick the shell, 
     where it slid into enemies.
    
    Banana Peel
    Origin: Pop Culture
     Certainly there are connections to the Mario Kart series, and the reviled 
     Banana Peel item commonly used in the series, but this object has long 
     existed in cliché comedy, and is termed in-game as a Smash item.
    
    Bumper
    Origin: Smash Bros. Series
     This item bedecked with the Smash emblem is derived from pinball machine 
     bumpers, and it works in much the same way.  While it appeared in the first 
     Smash Bros., it was absent in Melee in favor of the Flipper.
    
    Spring
    Origin: Donkey Kong Series (1982 -- Donkey Kong Jr. (Arcade))
     These first made their appearance in Donkey Kong Jr., in the second stage, 
     so DK Jr. could get help in making his ascent.  Naturally, it's appeared in 
     many varied games since, particularly the Mario series.
    
    Unira
    Origin: 1985 -- Clu Clu Land (NES)
     In the little-known game, Clu Clu Land, the Unira are a type of villainous 
     sea urchin that steal all the treasures in the land, leaving Bubbles with 
     the unenviable task of retrieving them.
    
    Soccer Ball
    Origin: Sports
     I'm guessing this is supposed to coincide with the Home-Run Bat as 
     representing important sports worldwide, although it does also appear in 
     the Mario Striker series.
    
    Team Healer
    Origin: Unique
     I really can't think of any connection this thing could have to any other 
     game or pop-culture reference.
    
    Franklin Badge
    Origin: Mother Series (1989 -- Mother (NES))
     Yes, this item appeared in the first "Mother", as well as appearing in 
     Mother 2 (EarthBound) and Mother 3.  In the Mother games, possessing this 
     item will allow any Lightning-based attacks to be reflected back at the 
     enemy.  In Smash Bros., it reflects projectile attacks, much like Fox's 
     Reflector.
    
    Screw Attack
    Origin: 1987 -- Metroid (NES)
     This is one of the more devastating items Samus Aran can pick up during her 
     travels, and appears in several Metroid games.  With the Screw Attack enabled, 
     a forward flip jump by Samus can transform her into a spinning ball of 
     energy.  The devastation has been toned down for its induction into Smash, 
     but it's annoying nonetheless.
    
    Sorry, but I'm not going into Food, CDs, Trophies, Stickers, Keys, Trophy 
    Bases, Stock Balls, or Coins and Bills.  Frankly, I think you guys can figure 
    out what those are.
    
    ================
    7B. Poké Balls =
    ================
    
    Origin: Pokémon Series (1998 -- Pokémon Red/Blue (GB))
     The symbol of the Poké World.  Poké Balls are used as means to make your 
     Pokémon portable.  Inside is apparently an environment well-suited to the 
     Pokémon in question.  Really a black box of technology, when you get right 
     down to it.
    
    ---
    
    Meowth
     National Pokédex Number: 52
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: White bipedal cat with a coin on its forehead, based on the 
      "Lucky Cat" famous in Japan.
     Attack: Pay Day (throws coins repeatedly), learned at Level 17 in RGBY.
     Note: Known as "Nyarth" in Japan.  Both names are based off the sound a 
      cat makes.  Also, a major character in the Pokémon anime, as the one that 
      tags along with Team Rocket is one of the few Pokémon that can speak 
      English/Japanese.
    
    Electrode
     National Pokédex Number: 101
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: Ball-like creature resembling an upside-down Pokéball with a 
      face.
     Attack: Explosion (causes explosive damage), which it learns at Level 50 in 
      RGBY. 
    
    Goldeen
     National Pokédex Number: 118
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: Two-foot-long goldfish with a horn at the top of its head.
     Attack: Splash (does nothing) 
     Note: In the series, Goldeen cannot learn Splash.  It's known as "Tosakinto" 
      in Japan.
    
    Staryu
     National Pokédex Number: 120
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: Brown starfish with a red gem in its center.
     Attack: Swift (shoots a rapid series of shots at one character), which it 
      learns at Level 32 in RGBY.
     Note: Its Japanese name is "Hitodeman".
    
    Snorlax
     National Pokédex Number: 143
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: Large blue and white bear-like animal.  Often seen in a sitting 
      position.
     Attack: Body Slam (drops down from above for heavy damage), which it learns 
      at Level 35 in RGBY.
     Note: Its Japanese name is "Kabigon".
    
    Moltres
     National Pokédex Number: 146
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: A large bird colored yellow to red, which seems to trail flames.
     Attack: Fly (learned through HM02)
     Note: This is one of the three Legendary Birds in the first generation of 
      Pokémon.  In Japan, it was simply called "Fire".
    
    Mew
     National Pokédex Number: 151
     Origin: Pokémon Red/Green/Blue/Yellow
     Appearance: Small alien-like animal with light-purple skin and a long tail.
     Note: The ultra-secret Pokémon of RGBY, very rarely available.
    
    Chikorita
     National Pokédex Number: 152
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Green bean-shaped plant being with four stubby legs and a large 
      leaf growing out of the top of its head.
     Attack: Razor Leaf (flings leaves horizontally), learned at Level 8 in GSC.
     Note: One of the three starter Pokémon in Gold/Silver/Crystal.
    
    Togepi
     National Pokédex Number: 175
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: A small white creature still partially encased in a speckled 
      eggshell.
     Attack: Metronome (which can trigger Night Shade, Magnitude, Sing or Leech 
      Seed), which it learns at Level 7 in GSC.
     Note: Misty carried a Togepi for some time in the anime.
    
    Bellossom
     National Pokédex Number: 182
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: A plant shaped like a small human, with dark green and yellow 
      leaves forming a sort of skirt, and red flowers forming "hair".
     Attack: Sleep Powder (lulls nearby characters to sleep), which it can learn 
      from a previous evolution in GSC.
    
    Wobbuffet
     National Pokédex Number: 202
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: A blue bean-like creature with a permanent scowl on its face.  
      It has a small black tail with a secondary face on it.
     Attack: Counter (returns any attack it is hit with), which it knows initially 
      in GSC.
    
    Entei
     National Pokédex Number: 244
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Four-legged brown furry mammal.  Has white spikes and trailing 
      white hair out its back, a red and gold crest on its face, and bracers on 
      each of its legs.
     Attack: Fire Spin (shoots fire out of its back straight up), which it learns 
      at Level 31 in GSC.
     Note: One of the three Legendary Pokémon in Gold/Silver/Crystal.
    
    Suicune
     National Pokédex Number: 245
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Four-legged blue-skinned mammal-type.  Has purple "hair" trailing 
      from its back, white ribbons coming out its sides, and a blue crystal 
      shape forming out of its head.
     Attack: Blizzard (forms a cloud of cold air around it), which it can learn 
      through TM14 in GSC.
     Note: One of the three Legendary Pokémon in Gold/Silver/Crystal.
    
    Lugia
     National Pokédex Number: 249
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Winged dragon/plesiosaur.  Mostly white/silver with a blue 
      underbelly and purple accents on its tail, spikes, and head.
     Attack: Aeroblast (large rush of air from the background), which it knows 
      intially in GSC.
     Note: The version mascot of Pokémon Silver.
    
    Ho-Oh
     National Pokédex Number: 250
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Phoenix-like bird, predominantly red and white, with yellow 
      feathers.
     Attack: Sacred Fire (massive rising flames), which it knows intially in GSC.
     Note: The version mascot of Pokémon Gold.
    
    Celebi
     National Pokédex Number: 251
     Origin: Pokémon Gold/Silver/Crystal
     Appearance: Fairy-like, white and green animal.
     Note: The ultra-secret Pokémon of GSC, very rarely available.
    
    Torchic
     National Pokédex Number: 255
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: Torchic appears as a small red bird with yellow accent feathers.  
     Attack: Fire Spin (spiralling flames), which it learns at Level 25.
     Note: This one of the three starting Pokémon found in Ruby/Sapphire/Emerald.  
      Its Japanese name is "Achamo".
    
    Gardevoir
     National Pokédex Number: 282
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: A being that looks similar to a human with a flowing gown, 
      largely colored green and white.
     Attack: Reflect (reflects projectiles), which it can learn through TM33.
     Note: The Japanese name of this Pokémon is "Sirnight".
    
    Gulpin
     National Pokédex Number: 316
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: A squat bulbous green thing with a large mouth.
     Attack: Swallow (munches on enemies), which it learns at Level 34.
    
    Metagross
     National Pokédex Number: 376
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: A four-legged tank-like Pokémon, predominantly colored blue.
     Attack: Earthquake (shakes ground nearby), which it can learn from TM26.
    
    Latias/Latios
     National Pokédex Number: 380/381
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: A pair of small bird-like creatures with longish necks and 
      small wings.  The Latios is colored blue and the Latias is colored red.
     Attack: Steel Wing (zips across the screen), which can be learned by each 
      through TM47.
    
    Kyogre
     National Pokédex Number: 382
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: An orca with odd wings and tail feathers, colored blue.
     Attack: Hydro Pump (shoots out water), which it learns at Level 45.
     Note: Kyogre is a legendary Pokémon, and is also the mascot for Pokémon 
      Sapphire.
    
    Groudon
     National Pokédex Number: 383
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: Large red lizard-like beast with claws, spikes, and baldes.  
      Seems to have a plated shell on its back.
     Attack: Overheat
     Note: The version mascot of Pokémon Ruby.
    
    Jirachi
     National Pokédex Number: 385
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: A small humanoid with a yellow headress with blue tags on it.
     Note: One of the super legendary Pokémon from the third generation.
    
    Deoxys
     National Pokédex Number: 386
     Origin: Pokémon Ruby/Sapphire/Emerald
     Appearance: Based on a strand of DNA, Deoxys is a red and blue colored 
      being with string-like appendages for arms.  In Brawl, he appears in his 
      Attack Form.  He has three other forms in the Pokémon games, which were 
      introduced over the course of the series.
     Attack: Hyper Beam (down-firing beam of light), learned at Level 50 in RS.
     Note: The last Pokémon in the Generation 3 Pokédex.
    
    Piplup
     National Pokédex Number: 393
     Origin: Pokémon Diamond/Pearl
     Appearance: Small penguin-like bird with big eyes, a short beak, and \
      predominantly blue feathers.
     Attack: Surf (torrent of water), learned using HM03.
     Note: One of the starter Pokémon in Diamond/Pearl.  Its Japanese name is 
      Pochama.
    
    Bonsly
     National Pokédex Number: 438
     Origin: Pokémon Diamond/Pearl
     Appearance: A small brown rock Pokémon with three green tufts on the top of 
      its head, looking similar to a bonsai.
     Attack: Tackle, an ability it can't learn, but is rather common.  If you 
      want to get technical, you could make a case that it's using its "Rock Head" 
      ability.
     Note: Bonsly is known as Usohachi in the Japan.
    
    Munchlax
     National Pokédex Number: 446
     Origin: Pokémon Diamond/Pearl
     Appearance: The earlier form of Snorlax, Munchlax has a lot of features of 
      its evolution: predominantly blue, cat-like ears, but largely bear-like 
      otherwise.
     Attack: Swallow (eats items on the stage), learned at Level 28 in DP.
     Note: The first Generation 4 Pokémon revealed to the public.  Its Japanese 
      name is Gonbe.
    
    Weavile
     National Pokédex Number: 461
     Origin: Pokémon Diamond/Pearl
     Appearance: A small humanoid, half black and half maroon.
     Attack: False Swipe (strikes swiftly), a Normal-type attack, which it can 
      learn from TM54.
     Note: The Japanese name for this Pokémon is Manyula.
    
    Manaphy
     National Pokédex Number: 490
     Origin: Pokémon Diamond/Pearl
     Appearance: A small, blue aquatic-looking being.  It seems humanoid in 
      basic shape, but has flippers for "arms", and a long antenna coming out of 
      its head.
     Attack: Heart Swap (switches players), learned at Level 76 in DP.
     Note: This is a Legendary Pokémon that was the star of the ninth Pokémon 
      movie. 
    
    =====================
    7C. Assist Trophies =
    =====================
    
    Origin: Smash Bros. Series
     Based off SSB Melee's concept of collecting trophies, these particular 
     glass cases are used in battle to release whatever character is inside, which 
     will then attack, or do whatever it does.
    
    ---
    
    Hammer Bro
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     Hammer Bros are more combat-oriented members of Bowser's evil army.  They 
     walk on their hind legs (which regular Koopa Troopas did not do originally) 
     and repeatedly throw claw hammers.  As of Super Mario Bros. 3, they're also 
     seen with helmets on their heads.
    
    Lakitu
    Origin: Mario Series (1985 -- Super Mario Bros. (NES))
     This cloud-riding member of Bowser's army is considered artillery.  He 
     floats above Mario and rains down Spinies from above.  The Brawl iteration of 
     him is pixel for pixel equivalent to his Super Mario Bros. appearance.
    
    Waluigi
    Origin: Mario Sports/Party Series (2000 -- Mario Tennis (N64))
     One of the few Mario series characters to not really have an identity of his 
     own, Waluigi was designed as a companion to Wario and an antagonist to 
     Luigi.  He's only been featured in "ensemble cast" games, like the sports 
     games and the Mario Party series, and his character has never been elaborated 
     on; only that he's sneaky and mean.  The racket he comes with as an AT is 
     meant as an homage to his first appearance in Mario Tennis.
    
    Tingle
    Origin: Zelda Series (2000 -- The Legend of Zelda: Majora's Mask (N64))
     This thirty-five year old man wanders Hyrule wearing a green costume.  His 
     dream in life is to become a fairy, and he often dances and cavorts as he 
     imagines one would.  Despite his appearance and demeanor, he's a talented 
     mapmaker and chart decipherer.  In Brawl, he appears as he did in Wind Waker, 
     and calls his "Kooloo-Limpah" power, which he could use in Wind Waker to 
     cause random effects to happen.
    
    Metroid
    Origin: Metroid Series (1986 -- Metroid (NES))
     The titular character of its attendant series, the name "Metroid" derives 
     from the Chozo term meaning "ultimate warrior".  This parasitic, semi-
     sentient species was devised by the Chozo as a means of eradicating an 
     insidious parasite they called "X".  Metroids then became a problem of their 
     own in later times, as the Space Pirates had learned how to employ them as 
     weapons to use against the Galactic Federation.  Only vulnerable to cold 
     temperatures, Metroids will latch onto their prey and drain "life force" 
     from them.  In Brawl, they use this energy-sucking ability to increase the 
     damage of whoever they latch onto.
    
    Knuckle Joe
    Origin: Kirby Series (1996 -- Kirby Super Star (SNES))
     This spiky-haired cartoony bruiser is not only an adversary in Kirby Super 
     Star, but also a potential helper.  To put it simply, he's what appears if 
     Kirby makes a helper out of the "Fighter" ability.  His moves, the Vulcan 
     Jab, the Smash Punch, and the Rising Break, are all derived from the same 
     ability in the game.
    
    Andross
    Origin: Star Fox Series (1993 -- Star Fox (SNES))
     The greatest scientist the Lylat system has ever seen, Andross views himself 
     as something of a higher being amongst his fellow sapients, thus giving to his 
     attempts to rule the system.  This polygonal face represents his appearance 
     in the first Star Fox game.  Not truly his face, this is a telekinetic 
     representation of him, which he uses to battle the Star Fox team at the game's 
     climax.  Much like his representation there, his attack in Brawl is to spit 
     out polygonal panels.
    
    Samurai Goro
    Origin: F-Zero Series (1990 -- F-Zero (SNES))
     Goro is a F-Zero GP racer who has a hatred of Captain Falcon.  He drives the 
     Fire Stingray, one of the heaviest, yet fastest, machines.  While it has 
     long been established that he carries a katana, this is the first in-game 
     instance of him using it.
    
    Kat & Ana
    Origin: Warioware Series (2003 -- WarioWare, Inc: Mega Microgame$ (GBA))
     Kat and Ana are a pair of ninjas who are still in kindergarten.  Kat, the 
     one with lavender hair, tends to be the more adventurous of the two, while 
     Ana is the more caring.  They've been in the Warioware series from the 
     beginning, and each game shows them getting into different kinds of hijinx.  
     They've never specifically used this X-shaped slice, so this is more than 
     likely just another exhibition of their fine ninja skills.
    
    Lyn
    Origin: Fire Emblem Series (2003 -- Fire Emblem (GBA))
     Lyn is one of the few female Lords in the Fire Emblem series, as well as the 
     first Lord playable in North America, as Fire Emblem: Rekka no Ken was the 
     first Fire Emblem game to be localized.  Also known as "Lyndis", Lyn is the 
     granddaughter of the Marquess of Caelin.  She uses a katana-style sword in 
     battle, specifically the "Mani Katti", and her attack in Brawl is reminiscent 
     of her attack in FE, where she moves so fast that she seems to vanish.
    
    Jeff
    Origin: 1994 -- Mother 2/EarthBound (SNES)
     Jeff Andonuts is the son of the brilliant inventor Dr. Andonuts.  A genius 
     on his own, Jeff makes up for being the only one on his team lacking psychic 
     abilities by employing his technological know-how to make gadgets for 
     combat.  In Brawl, he employs the Multi-Bottle Rocket, which was one of 
     the most damaging items in the game.
    
    Gray Fox
    Origin: Metal Gear Series (1987 -- Metal Gear (NES/MSX2))
     First appearing as a friend to Snake, then later an enemy, then later a 
     ghost from the past, Frank Jaeger has had a rough life.  He appears in this 
     game as he did in Metal Gear Solid (specifically Twin Snakes), as the 
     "cyborg ninja" with a high-frequency blade.
    
    Shadow the Hedgehog
    Origin: Sonic Series (2001 -- Sonic Adventure 2 (DC))
     Shadow is a bioengineered lifeform, created by Gerald Robotnik (relative of 
     Dr. Eggman) and an alien known as "Black Doom".  He looks much like Sonic, 
     but has a lot of differences, such as his predominantly black color and 
     spines.  In Brawl, he uses "Chaos Control", which he something he could use 
     in Sonic Adventure 2 to teleport.
    
    Mr. Resetti
    Origin: Animal Crossing Series (2002 -- Animal Crossing (GCN))
     Make sure you save after playing Animal Crossing, or else you'll find this 
     blowhard outside your house the next time you boot up.  He'll lecture you 
     about not saving and sometimes make you write apologies.  This nonstop 
     lecturing has been transferred to Smash, making him a relatively useless AT.
    
    Devil
    Origin: 1984 -- Devil World (NES) Japan Only
     This blue-skinned demon is the antagonist for the NES game Devil World.  
     In it, you play a little green lizard guy called Tamagon who explores a maze.  
     The eponymous Devil's job was to dance at the top of the screen, then point 
     in a certain direction, causing the screen to scroll and potentially crushing 
     you in the scrolling.  His role in this game is similar, scrolling the screen, 
     thereby reducing the field of play.  This game never made it to America, 
     mostly due to the religious imagery (crosses, bibles, and the Devil himself).
    
    Excitebike
    Origin: 1985 -- Excitebike (NES)
     This motocross-riding fellow is recreated from his original game in 2D pixel 
     form.  In his original game, he rode motocross courses with jumps, pitfalls, 
     and obstacles to win the race.
    
    Little Mac
    Origin: 1987 -- Mike Tyson's Punch-Out!! (NES)
     Hailing from the Bronx in NYC, this 107 lb. kid is dwarfed by his rivals, 
     but he has the heart of a champion and the drive to defeat all his giant 
     opponents in Punch-Out.  Although there were two Punch-Out games before this 
     (in the arcade), this was the first game to give a name to your character.  
     In Brawl, he utilizes his trademark jabs and super uppercut.
    
    Dr. Wright
    Origin: 1991 -- SimCity (SNES)
     Based on SimCity creator Will Wright, this green-haired fellow acts as an 
     advisor in the Super Nintendo version of the long-running city-building 
     simulation series, developed by Maxis.  It was Dr. Wright's job to inform you 
     of your progress and any situations that were arising, such as public 
     disapproval, building issues, or a Bowser attack.
    
    Saki Amamiya
    Origin: 2000 -- Sin & Punishment: Successor to the Earth (N64) Japan Only
     This waif-like fellow is one of the main characters in a rail-shooter game 
     developed by Treasure, but published by Nintendo.  In this game, you control 
     your character as he moves to the left and right on the screen, but the game 
     carries you through the mission on its own, and you need to gun down enemies 
     as well as slash them with a laser sword.  This weapon has been recreated for 
     Brawl.  Although it says "Japan Only" up there, S&P is now available on the 
     Virtual Console.
    
    Helirin
    Origin: Kururin Series (2001 -- Kuru Kuru Kururin (GBA)) Japan/EU Only
     One of the few Nintendo series that has touched down on both Europe and 
     Japan, but not North America, the Kururin series has you controlling the 
     object known as the Helirin, which slowly spins, as you try to avoid crashing 
     into the walls of mazes.  In Brawl, the Helirin itself acts as the barrier, 
     slowly spinning, creating a platform and a wall alike.
    
    Infantry and Tanks
    Origin: Advance Wars Series (2001 -- Advance Wars (GBA))
     The Advance Wars series (which actually began as the Famicom Wars series) is 
     a turn-based strategy involving units of infantry, tanks, and other vehicles 
     of destruction.  These units are specifically culled from Advance Wars, the 
     first title to see release stateside in the series.
    
    Isaac
    Origin: Golden Sun Series (2001 -- Golden Sun (GBA))
     Isaac is a young man from the village of Vale.  Gifted with the ability 
     to control Psynergy, he sets out with a group of friends to save the world 
     from those who would steal the power of the lighthouses.  His attack is his 
     "Move" Psynergy, which he can use in the series to push objects around.
    
    Stafy
    Origin: Densetsu no Stafy Series (2002 -- Densetsu no Stafy (GBA)) Japan Only
     Stafy is a star who lives in the sky.  When he accidentally released the 
     demon, Ogura, from the Magic Jar that keeps him confined.  He then launched 
     on several quests to the ocean (where the denizens refer to him as a 
     starfish) in order to stop Ogura and recover the Magic Jar.  "Densetsu no 
     Stafy" roughly means "Legend of Stafy".
    
    Barbara
    Origin: 2004 -- Daigasso! Band Brothers (DS) Japan Only
     This young lady is the mascot of this Japan only music game.  The focus of 
     the game, like many music games, is to create the tune in proper time, and 
     it included many tunes from Japanese pop culture as well as Nintendo themes.
    
    Nintendogs
    Origin: 2005 -- Nintendogs Series (DS)
     This labrador retriever is one of the several cute and cuddly puppies that 
     one can pet, train, and love in the pet simulator series, Nintendogs.  The 
     screen-obscuring tactic it employs is based on the fact that sometimes your 
     Nintendog, when it's excited to see you, will put its paws up on the "lower 
     screen" of the DS.
    
    Jill & Drill Dozer
    Origin: 2006 -- Drill Dozer (GBA)
     This pink-haired schoolgirl rides the Drill Dozer, a machine with the most 
     prominent feature of a big drill on the front.  Drill Dozer is an action 
     puzzle game that puts Jill in several different areas, requiring her to use 
     her drill in various ways to progress.  In Brawl, she simply charges forward 
     on the Drill Dozer.
    
    Ray MkIII
    Origin: Custom Robo Series (2007 -- Custom Robo Arena (DS))
     Ray MkIII is one of the many customizable mini-robots one can control in 
     the Custom Robo series.  He uses a gun, like most Robos.
    
    ******************************************************************************
    8. MUSIC ANALYSIS
    ******************************************************************************
    
    My favorite part of these little guides is where I take a look at the 
    wonderful musical pieces in the game.  I'm quite sure that I wasn't the 
    only fan squealing like a girl as I saw the large list of musical contributors 
    to this game, not just from Nintendo, but from all of the video game culture.  
    Let's take a look at each track, and their significance.
    
    All stage music falls into three different main types:
    
    New: An original tune made for Brawl.
    Remix: An arranged tune from another game (including former Smash Bros.)
    Original: A tune from another game, implemented with no or very few changes.
    
    =============================
    8A. Super Smash Bros. Brawl =
    =============================
    
    Super Smash Bros. Brawl Main Theme - (New)
     Get used to this tune, because it's reprised endlessly throughout the game.  
     Composed by the legendary Nobuo Uematsu, famous for his Final Fantasy 
     soundtracks, the main theme itself is an orchestral and choral overture.  
     Focusing deeply on the Latin vocals, the main tune tells the story of the 
     fighters, heroes, and villains.
    
    Menu 1 - (New)
     An allegro march version of the main theme, focusing on the driving 
     percussion and low brass.
    
    Menu 2 - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     As in this game, this was a hidden menu theme in Melee.  It takes the main 
     Melee theme and turns it into a light, flowing, but still driving piece, 
     focused on high woodwind sounds and piano.  While it has changed a bit from 
     its inception in Melee, the change really is slight.
    
    Battlefield - (New)
     This pounding rendition of the Brawl theme is a rather quick march focused on 
     strings and horns.
    
    Battlefield Ver.2 - (New)
     Going in a different direction, this is a somewhat islandish, latin version 
     of the Brawl theme, focused on guitar.  Halfway through, it will change to 
     focus on electric guitar as opposed to acoustic.
    
    Final Destination - (New)
     Like Final Destinations before it, this version is pounding, driving, and 
     features the main theme prominently.  Specifically, sound samples from the 
     choral lyrics (the male lyrics) are laid over the music to give the tune a 
     more epic feel.  The tune showcases many instruments, including a piano solo, 
     an electric guitar solo, and an orchestral bells section.
    
    Online Practice Stage - (New)
     This is a very simple rendition of the Brawl theme with an acoustic guitar 
     playing the melody and rhythm, and some light percussion and accents to 
     support it.  The theme is also rather short, as they probably hoped you don't 
     spend a lot of time listening to it.
    
    Results Display Screen - (New)
     This is a flowing piece with strings providing the moving rhythm.  Piano 
     provides a simple melody and the trumpet comes in every once in a while to 
     provide accent.
    
    Tournament Registration Screen - (New)
     A light muzak style piece with passing resemblence to the Brawl theme.  Light 
     tones have the melody and low strings provide a rhythm with accents.
    
    Tournament Grid - (New)
     Similar to the Tournament themes in Melee, this is a simple accented piece 
     with brass and percussion meant to imply forthcoming tension.
    
    Tournament Match End - (New)
     An extension of the Reg. Screen, this has a little more background 
     percussion, guitar, and background music.
    
    Classic: Results Screen - (New)
     A nice and staccato fanfare and string ensemble celebrating your short-lived 
     victory.
    
    All-Star Rest Area - (New)
     The Brawl theme takes a relaxing tone here, sort of a light jazz.  High tones 
     and bells play the melody with strings backing them up.
    
    Home-Run Contest - (Remix)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This quick tune starts fast and speeds up towards the end.  It's a simple 
     brass feature providing a fanfare, which ends abruptly as time runs out for 
     your home-running.
    
    Boss Battle - (Remix)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This is a remix of the Melee main menu theme in the form of a fanfare march.  
     Strings provide the main melody, with trumpets and percussion providing 
     accent.
    
    Trophy Gallery - (New)
     This light jazz piece takes the main Brawl theme and slows it right down, 
     almost to a cha-cha.  The piano and flute take turns playing the melody.
    
    Sticker Album/Album/Chronicle - (New)
     This is an andante version of the Brawl theme that opens with strings and 
     goes into a simple piece with high tones and strings playing the melody.
    
    Coin Launcher - (New)
     Here we have a techno-ish version of the Brawl theme, but still pretty quiet, 
     almost an ambient piece, only featuring light percussion, a flowing melody, 
     and a few soft accents.
    
    Stage Builder - (New)
     This is a slow march with strings providing accents and the oboe and clarinet 
     providing melody.  It builds a bit near the end with strings, but just as 
     quickly drops back down.
    
    Target Smash!! - (New)
     This reminds me of the circus, which is more or less what you're kind of 
     doing in Target Smash.  This remix of the Brawl theme focuses on tonal 
     percussion to provide the melody while strings and low brass form the driving 
     rhythm.
    
    Adventure Map - (New)
     This slightly fast march (they do a lot or marches, don't they) has low 
     strings and percussion for the driving rhythm and low tones for the melody.
    
    Step: The Plain - (New)
     This is yet another march based on the Brawl theme, but focuses more on 
     panflute for a melody and guitar for rhythm, giving the tune a bit of a 
     rustic feel as one marches across grassy plains.  There's also a little bit 
     of organ providing rhythm.
    
    Step: The Cave - (New)
     Opening with strings, this is an odd little melody that mostly focuses 
     around darkness and quiet.  There's a bit of percussion rhythm, some harp 
     rhythm, and the Brawl melody cuts with flute in a minor key.
    
    Step: Subspace - (New)
     All Subspace tunes start with a cymbal roll.  This is a soft rock beat 
     with not much more than percussion and accent by various instruments.  A 
     little ways in, a distorted string sound plays the Brawl theme.  After the 
     theme, some vibrating strings accent the dire nature of the tune.
    
    Step: Subspace Ver. 2 - (New)
     Cymbal roll, then echoing accents.  Bass guitar begins, then the distorted 
     strings return with the Brawl theme in a minor key.  Running string accents 
     then begin, followed by a cascading tonal melody.  Then the percussion stops 
     for a light melody of strings.
    
    Step: Subspace Ver. 3 - (New)
     Cymbal roll, then immediately into the distorted strings playing the Brawl 
     theme.  This then breaks into a simple rock theme with accents.
    
    Boss Battle Song 1 - (New)
     This harsh industrial piece focuses on rhythm guitar, low brass, and fast-
     moving percussion, with the Brawl theme over it all in flowing tones.
    
    Boss Battle Song 2 - (New)
     This is Tabuu's theme.  It opens with rhythm guitar providing a riff, which 
     remains the focal point for the tune.  A light Brawl theme plays behind it.  
     Then the tune speeds up with a techno melody playing over the rhythm guitar, 
     going high and low very quickly.  A pipe organ then joins in to overlay the 
     rhythm guitar to slow it back down to the beginning.
    
    Save Point - (New)
     This a very breathy tune mostly with windy sound samples.  The Brawl theme 
     is in this tune, but it's barely audible as it floats on the wind.
    
    Credits - (New)
     This credits tune incorporates the best of all themes of the Smash Bros. 
     series.  It opens with a fanfare, then quickly goes into the N64 Smash Bros. 
     credits theme in brass and guitar.  After about twenty seconds of that, it 
     will switch to the Melee menu in the same instruments.  Suddenly it breaks 
     off for a piano solo of the slow section of the main Melee theme.  Then, it 
     will return slowly with flute playing the bridge of the Brawl theme.  Strings 
     will join it, then build to a slow crescendo and ending percussive theme.
    
    =======================
    8B. Super Smash Bros. =
    =======================
    
    Menu (Super Smash Bros. Melee) - (Remix)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This is the Melee menu theme, with trumpet and strings focusing on the 
     melody and low strings driving the march tempo.
    
    Credits (Super Smash Bros.) - (Remix)
    Origin: 1999 -- Super Smash Bros. (N64)
     This is a quick rock version of the Smash Bros. credit sequences with staccato 
     tones providing the rhythm for a high tonal melody.  The fanfare section 
     becomes incorporated into the rhythm itself, as opposed to switching gears.
    
    Opening (Super Smash Bros. Melee) - (Remix)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     As it says, this is the main Melee theme.  It opens on its fanfare, then 
     drops down with a vocal chorus.  Brass focuses on the main melody with strings 
     providing a staccato march tempo.  The whole tune speeds through the Melee 
     theme at a higher tempo than the original.
    
    Princess Peach's Castle (Melee) - (Original)
    Origin: 1985 -- Super Mario Bros. (NES)
     This techno-ish tune opens with the "Underworld" theme beginning, then hops 
     straight into the "Overworld" Mario theme, being played on steel drum and
     percussion.  After the first verse, the tune returns to "Underworld" for a 
     brief interlude, then switches back to the trumpets for the second verse of
     "Overworld".
    
    Rainbow Cruise (Melee) - (Original)
    Origin: 1985 -- Super Mario Bros. (NES)
            1996 -- Super Mario 64 (N64)
     The first half of this tune is taken from Super Mario 64, specifically the 
     "Rainbow Ride" area, complete with synthesized strings and banjo.  Halfway 
     through, it switches gears to the waltz-like "underwater" theme from the 
     original Super Mario Bros.
    
    Kong Jungle (Melee) - (Original)
    Origin: 1999 -- Donkey Kong 64 (N64)
     The infamous DK Rap is taken from the game Donkey Kong 64.  The lyrics are 
     almost exactly the same ("hell" was changed to "heck" in the last verse).  
     The voices change with the verses in SSBM, to match the style of music or 
     the character they describe.
    
    Jungle Japes (Melee) - (Original)
    Origin: 1994 -- Donkey Kong Country (SNES)
     This is a swing/jazz version of the first level of Donkey Kong Country.  
     The main melody is played on brass and saxophone and percussion persists 
     throughout.
    
    Temple (Melee) - (Original)
    Origin: 1988 -- Zelda II: The Adventure of Link (NES)
     This tune is the main temple theme of Zelda II, played in all the temples 
     that Link explores.  Strings are the main focused instrument here.
    
    Brinstar (Melee) - (Original)
    Origin: 1986 -- Metroid (NES)
     This is a teched-up version of the original Metroid's theme for the area of 
     Brinstar.  After that, as a transition, the tune becomes the "beginning 
     the mission" theme that appears when one starts a game, then settles on the 
     Metroid title screen theme, which consists of alien-like sounds and tones.
    
    Brinstar Depths (Melee) - (Original)
    Origin: 1986 -- Metroid (NES)
     The lower area of Brinstar (where you face Kraid) had this separate theme, 
     which is reproduced in tinny percussion and high tones.  Near the end, the 
     theme that plays is what's heard in areas one can find items, before 
     switching back to the Depths melody.
    
    Yoshi's Island (Melee) - (Original)
    Origin: 1991 -- Super Mario World (SNES)
     This is the "obstacle course" theme from Super Mario World, played in 
     stages that are generally considered to be more difficult as far as their 
     jumping puzzles are concerned.  The original melody was played on synthesized 
     piano, but this version is on a banjo.
    
    Fountain of Dreams (Melee) - (Original)
    Origin: 1996 -- Kirby Super Star (SNES)
     Here's something vastly different.  The tune itself originates from Kirby 
     Super Star, specifically the Gourmet Race, where it was picked up for 
     mini-games in Kirby 64.  What makes this orchestrated tune different is that 
     the song was originally light and bouncy, but was made into an overture 
     style piece featuring the full range of the SSBM orchestra, featuring 
     mainly woodwinds, but also very professionally incorporating the brass, 
     percussion and strings.  One of my favorites.  Apparently, this is very 
     similar to the piece called "Gourmet Race" performed in an Orchestrated 
     Game Music Concert.
    
    Green Greens (Melee) - (Original)
    Origin: 1992 -- Kirby's Dream Land (GB)
     This is the melody of the very first area of Kirby's Dream Land, only done 
     more slowly, and with a melody that's almost all brass with strings to back 
     them up.
    
    Corneria (Melee) - (Original)
    Origin: 1994 -- Star Fox (SNES)
     The opener of this music is the theme that plays on the planet Venom in the 
     original Star Fox.  It then switches to the main Star Fox theme before 
     ending on the Space Armada level theme.  This is all done orchestral and 
     very driving.
    
    Venom (Melee) - (Original)
    Origin: 1997 -- Star Fox 64 (N64)
     This is an orchestral remake of the Super Smash Bros. Sector Z theme, 
     specifically.  It's based off Star Fox 64, and the fanfare-like tune that 
     plays when you enter a new area.  The style is actually very similar to its 
     counterpart in SSB.
    
    Pokémon Stadium (Melee) - (Original)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     This is the main Pokémon theme that plays on the title screen of the original 
     games, only jazzed up with a full orchestra, which mimicks roughly how it 
     sounds on the anime, only with extra flourish, including choral sounds near 
     the end.
    
    Poké Floats (Melee) - (Original)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     This is an amalgamation of two battle tunes.  The first is the trainer 
     battling theme from Red/Blue, and the second is the gym leader battling 
     theme from Red/Blue.  Both are focused around quick brass and percussion, 
     with tones playing the melody.
    
    Mute City (Melee) - (Original)
    Origin: 1990 -- F-Zero (SNES)
     More similar to the N64 version than any other, this is the music that 
     plays on the Mute City track, played in the hard rock format, with full 
     guitar support.
    
    Big Blue (Melee) - (Original)
    Origin: 1990 -- F-Zero (SNES)
     Big Blue is a recurring track in the F-Zero series.  This is the theme 
     that plays when racing on it, focused on synthesized tones and electric 
     guitar.
    
    Mother (Melee) - (Original)
    Origin: 1989 -- Mother (Famicom) Japan Only
     The main part of this tune is called "Being Friends", which plays as the 
     overworld theme in the original Mother after you gain the companionship of 
     Lloyd.  Once that breaks down, it becomes "Maria's Song", which is an eight 
     part melody that is a critical plot device of the game.  To transition back 
     to the beginning, the tune switches to a short rising set of tones that 
     signify a monster attack.
    
    Icicle Mountain (Melee) - (Original)
    Origin: 1984 -- Ice Climber (Arcade)
     This is a jazz version of the two elements of the Ice Climber music that 
     exists.  The first part is the title screen/bonus stage tune, played in 
     synthesized winds and jazz organ.  The latter part is the main gameplay 
     theme, played as a softer jazz on piano with jingle bells in the background.
    
    Flat Zone (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This is a techno tune created for the Game & Watch stage in Melee.  It 
     doesn't originate anywhere, but several samples of Game & Watch sounds are 
     thrown in to simulate the retro feel.
    
    Super Mario Bros. 3 (Melee) - (Original)
    Origin: 1990 -- Super Mario Bros. 3 (NES)
     Opening on electric guitar, this tune quickly settles into gameplay music 
     for Super Mario Bros. 3 (heard in World 1-1, and several others), heard in 
     brass.  In the latter part, the tune becomes light piano, focusing on the 
     "Grass Land" map screen theme.
    
    Battle Theme (Melee) - (Original)
    Origin: 2000 -- Pokémon Gold/Silver/Crystal (GB)
     This tune begins with the main battle theme from Gold and Silver, as well as 
     a few pieces of the Gym Leader theme from the same games.  Lastly, there is a 
     little bit of the main Red/Blue theme in the mix.
    
    Fire Emblem (Melee) - (Original)
    Origin: 1990 -- Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (Famicom) Japan
     The Melee theme of the Fire Emblem characters begins with the tune 
     "Together, We Ride!", which plays in several games in the series when the 
     party acquires a new character.  After that, the tune calms down, and settles 
     on the main Fire Emblem Theme.
    
    Mach Rider (Melee) - (Original)
    Origin: 1985 -- Mach Rider (NES)
     Taken from the old NES game of the same name.  This synthesized organ and 
     guitar track starts with the game's title screen theme, then quickly jumps 
     into the battle mode theme.  Soon afterwards, it switches to the stage 
     select, and stage intro music, and ends with the game over theme.
    
    Mother 2 (Melee) - (Original)
    Origin: 1989 -- Mother (Famicom) Japan Only
     While the tune of this track has an arrangement in Earthbound, the tune as 
     its heard is actually from the original Mother; a tune called Polyanna's 
     Theme.  The main theme is bounced around from synthesized guitar, to horn, 
     keyboard in this adaptation.
    
    Dr. Mario (Melee) - (Original)
    Origin: 1990 -- Dr. Mario (NES)
     This is the classic "Fever" tune from Dr. Mario, including some of the classic 
     NES bleeps and bloops that made the original so catchy.
    
    Battlefield (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This is a fast-moving rendition of the Melee menu theme, performed with 
     synthesized sounds.
    
    Menu (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     The secondary Melee theme is a driving march much like the Brawl theme, 
     focused on dueling strings and brass.
    
    Multi-Man Melee 1 (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     Opening with organ, then switching quickly to a hard rock beat with guitars 
     and percussion, this is the main Melee theme.
    
    Final Destination (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     Another remix of the Melee menu theme, only sort of a reimagining of the 
     melody.  Near the end is also the fanfare section of the N64 Smash Bros. 
     theme.
    
    Giga Bowser (Melee) - (Original)
    Origin: 2001 -- Super Smash Bros. Melee (GCN)
     This is the Final Destination Melee tune, only faster, in a different key, 
     and with more driving percussion.  It was played when you face off against 
     either Crazy Hand in Classic Mode or Giga Bowser in Adventure Mode.
    
    =======================
    8C. Super Mario Bros. =
    =======================
    
    Deflino Plaza - (Original)
    Origin: 2002 -- Super Mario Sunshine (GCN)
     This is the islandish theme that plays in Delfino Plaza as Mario explores it, 
     a peppy tune featuring accordion, guitar and winds.  Halfway through, the 
     tune will repeat, only this time with bongo percussion supporting it, which 
     happens when Mario rides Yoshi while exploring the plaza.
    
    Title/Ending (Super Mario World) - (Remix)
    Origin: 1991 -- Super Mario World (SNES)
     As the slash implies, this is a mixing of two tunes from Super Mario World.  
     The first is the title theme done in much the same style as the original, 
     peppy and driving.  After that, it settles into the swing-style ending theme, 
     which alternates between the calmer "credits" style, and the more fast-paced 
     "cast list" style.
    
    Main Theme (New Super Mario Bros.) - (Remix)
    Origin: 2006 -- New Super Mario Bros. (DS)
     Different, yet feeling very familiar, this is the new theme for New Super 
     Mario Bros.  Island-style and light-hearted, much like the original theme, 
     focusing on guitars and island percussion.
    
    Ricco Harbor - (Original)
    Origin: 2002 -- Super Mario Sunshine (GCN)
     This slightly more driving version of the Delfino Plaza theme uses saxophone 
     sounds for the main melody, implying a more business oriented side of Isle 
     Delfino that Ricco Harbor illustrates.
    
    Main Theme (Super Mario 64) - (Original)
    Origin: 1996 -- Super Mario 64 (N64)
     The main theme of Mario 64 gets away from the islandy style that Kondo was 
     fond of in the older games, and instead is more of a peppy pop.  This is the 
     tune that accompanies Mario as he explores Bob-Omb Battlefield, Whomp's 
     Fortress, and a few other worlds in Mario 64.
    
    Ground Theme (Super Mario Bros.) - (Remix)
    Origin: 1985 -- Super Mario Bros. (NES)
     This is a subdued jazz piano arrangement of the very famous theme from World 
     1-1 of Super Mario Bros., performed by Koji Kondo himself, the original 
     composer.
    
    Ground Theme 2 (Super Mario Bros.) - (Remix)
    Origin: 1985 -- Super Mario Bros. (NES)
     More of a traditional rendering of the main theme than the first one, this 
     uses tones that are more obviously electronic and less like real instruments.
    
    Gritzy Desert - (Remix)
    Origin: 2005 -- Mario & Luigi: Partners in Time (DS)
     This is a more modern Arabian mix of the Gritzy Desert theme of Partners in 
     Time.  This type of area is a rather traditional archetype of Mario games, so 
     an appropriate tune is fitting.
    
    Underground Theme (Super Mario Bros.) - (Remix)
    Origin: 1985 -- Super Mario Bros. (NES)
     The classic underground theme of Super Mario Bros. is reimagined as a quiet 
     percussive tune.  I find it reminiscent of a dank and drippy cavern.
    
    Underwater Theme (Super Mario Bros.) - (Remix)
    Origin: 1985 -- Super Mario Bros. (NES)
     Opening on classic chip sounds, this is the famous Super Mario Bros. 
     underwater waltz.  After one verse, the chip sounds change to a standard 
     orchestra, then, for a little variety, the tune speeds up to a banjo-driven 
     hoe-down with the same melody.
    
    Underground Theme (Super Mario Land) - (Remix)
    Origin: 1989 -- Super Mario Land (GB)
     The underground areas of Sarasa Land were Egyptian in style, so this Middle 
     Eastern tune was an obvious choice for background.  This remix of the tune 
     runs with that theme further, using proper Middle Eastern instruments, 
     accented by vocals.
    
    Luigi's Mansion Theme - (Remix)
    Origin: 2001 -- Luigi's Mansion (GCN)
     This ultra-spooky tune is the main theme as you explore Luigi's haunted 
     mansion.  Focused around music box sounds and later pipe organs (the two 
     spookiest instruments in the music kingdom, of course), the music evokes 
     Luigi's fears cowardly nature.
    
    Castle/Boss Fortress (Super Mario World/SMB 3)
    Origin: 1991 -- Super Mario World (SNES)
            1990 -- Super Mario Bros. 3 (NES)
     The castle theme of Super Mario World is a spooky affair based off the 
     game's main theme.  This remix is a slightly faster version of the original.  
     The remix also leads into the theme of "Boom Boom" from Super Mario Bros. 3.
    
    Airship Theme (Super Mario Bros. 3) - (Remix)
    Origin: 1990 -- Super Mario Bros. 3
     The end of every "world" in Super Mario Bros. 3 involved assaulting a 
     flying ship commanded by one of Bowser's Koopalings.  This pounding low 
     brass march signifies its dark and diabolical nature.
    
    ================
    8D. Mario Kart =
    ================
    
    Mario Circuit - (Remix)
    Origin: 1992 -- Super Mario Kart (SNES)
     The very first track on the very first Mario Kart was Mario Circuit, a simple 
     course with only one bend.  The tune to accompany it (and the other Mario 
     Circuits to follow) was this peppy and driving tune.
    
    Luigi Circuit - (Remix)
    Origin: 1997 -- Mario Kart 64 (N64)
     The Luigi Raceway is the first track of the second Mario Kart game, similar 
     in style to Mario Circuit, both in track style and music.
    
    Waluigi Pinball - (Remix)
    Origin: 2005 -- Mario Kart DS (DS)
     One of the more odd tracks in the Mario Kart series, this puts you through 
     a series of pinball-related obstacles.  Its theme is wacky yet somewhat 
     sinister, in keeping with Waluigi's character (or what little has been 
     established).
    
    Rainbow Road - (Original)
    Origin: 2004 -- Mario Kart: Double Dash!! (GCN)
     Rainbow Road is the "final" track in ever single Mario Kart game.  Every 
     time Rainbow Road appears, a new tune is attached to it, but the tunes all 
     have a main theme in common: that of being "galactic" and "far-reaching".  
     This is the tune that plays on Rainbow Raod in Double Dash.
    
    =================
    8E. Donkey Kong =
    =================
    
    Jungle Level Ver.2 - (Remix)
    Origin: 1994 -- Donkey Kong Country (SNES)
     This version of the DKC Jungle theme is a bit modified from the original.  
     First, there are vocal sounds accompanying the opening.  Once the melody 
     kicks in, the jazz style is exchanged for a more straight rock style. 
    
    Jungle Level - (Remix)
    Origin: 1994 -- Donkey Kong Country (SNES)
     Unlike the Ver.2 above, this is a more "classic" version of the Jungle 
     theme.  Soft and distant percussion to begin with, followed by the jazzy 
     melody.
    
    King K.Rool/Ship Deck 2 - (Remix)
    Origin: 1994 -- Donkey Kong Country (SNES)
     It's an odd situation.  You've completed the entire game of Donkey Kong 
     Country to face the last boss, the villainous King K. Rool, yet you fight 
     him on his Gangplank Galleon.  He's not specifically a pirate, yet it's a 
     pirate ship, so you have to open with the pirate shanty.  As the tune goes 
     on, it shifts to a proper "final boss" theme that fits with the game's 
     jungle style.  It's a low and driving tune with heavy percussion and a wind 
     melody.
    
    Bramble Blast - (Remix)
    Origin: 1995 -- Donkey Kong Country 2: Diddy's Kong Quest (SNES)
     This seems to be a favorite and long-time desire of a lot of DKC fans.  This 
     soft, yet driving tune, focused around a guitar and violin melody 
     accompanies the level in DKC2 of the same name.  It's known in the soundtrack 
     as "Stickerbrush Symphony".
    
    Battle for Storm Hill - (Original)
    Origin: 2005 -- Donkey Kong Jungle Beat (GCN)
     This is the background music for the stage of the same name.  A driving and 
     dire tune that accompanied Donkey Kong as he scaled Storm Hill, dogged by 
     cannonballs all the way.
    
    DK Jungle 1 Theme (Barrel Blast) - (Original)
    Origin: 2007 -- Donkey Kong: Barrel Blast (Wii)
     Barrel Blast is a recent racing game starring DK and his crew, and this 
     fast-paced, yet still islandy tune, accompanies racers in the Jungle 1 
     Track.
    
    The Map Page/Bonus Level - (Original)
    Origin: 1994 -- Donkey Kong Country (SNES)
     The first part of this is a nice low key tune combining synthesized 
     percussion and piano to make a simplistic map exploring screen.  The latter 
     part is played on the bonus levels in DKC.  It's lighter and bouncier, but 
     still focuses on the same kind of island theme.  It's been used in other 
     Donkey Kong games as a theme for the DKC series.
    
    Donkey Kong - (Remix)
    Origin: 1981 -- Donkey Kong (Arcade)
     This is a reimagining of the original theme for Donkey Kong.  It begins on 
     the "level begin" jingle, then moves into the main theme for gameplay, which 
     is a simple repetitive series of notes.  This remix expands on that theme 
     with new accents and undertone.
    
    Opening (Donkey Kong) - (Remix)
    Origin: 1981 -- Donkey Kong (Arcade)
            1994 -- Donkey Kong Country (SNES)
     This is an amalgamation of new and old, and actually reminds me of 
     "Moustache, Barrel, and Gorilla" from DDR Mario Mix.  It begins with the 
     "bonus level" theme of DKC, then slides into the "Donkey Kong is a bad guy" 
     theme of DK, followed by the 25m BGM, then the hammer theme, then back to 
     the DKC bonus theme.
    
    25m BGM - (Original)
    Origin: 1981 -- Donkey Kong (Arcade)
     There's not much to say, except that this is straight up the theme that 
     played in the first level of Donkey Kong.  Amazing how music has changed, 
     hmm?
    
    =========================
    8F. The Legend of Zelda =
    =========================
    
    Main Theme (The Legend of Zelda) - (Remix)
    Origin: 1987 -- The Legend of Zelda (NES)
     One of the most timeless themes in all of gaming, this march is derived from 
     the original Legend of Zelda, specifically the main overworld.  It has been 
     rewritten and reimagined many times throughout the series.
    
    Ocarina of Time Medley - (Remix)
    Origin: 1998 -- The Legend of Zelda: Ocarina of Time (N64)
     This is a medley of several tunes from Ocarina of Time, specifically those 
     that can be played on the game's eponymous ocarina.  The tune begins with 
     "Zelda's Lullaby" then overlays the "day beginning theme" in Hyrule Field, 
     then crescendoes into the "Song of Storms", before sliding into "Epona's 
     Song" (including elements of the Lon Lon Ranch theme).  A brief stop leads 
     into the deep "Song of Time", before the finale with "Saria's Song".  The 
     whole medley has a background of acoustic guitar, with some fanfare.
    
    Title (The Legend of Zelda) - (Remix)
    Origin: 1987 -- The Legend of Zelda (NES)
     This version of the Zelda main theme specifically ties to the title screen 
     of the original Legend of Zelda.  A chorus vocalizes the theme for this, 
     and strings and brass accompany.  After that, the tune switches to the 
     "dungeon" theme for the original Legend of Zelda, featuring organs playing 
     the melody.
    
    The Dark World - (Remix)
    Origin: 1992 -- The Legend of Zelda: A Link to the Past (SNES)
     This tune is first heard as Link steps into the mirrored dark world of 
     Hyrule, and plays as he explores its ruin.  This version, in my mind, doesn't 
     sound as "villainous", but it does sound dark.  Accordion and low strings 
     give this tune a nice rustic feel.
    
    Hidden Mountain & Forest - (Remix)
    Origin: 1992 -- The Legend of Zelda: A Link to the Past (SNES)
     In the Dark World of Link to the Past, this grim tune would play in the 
     forest and the mountain area.  This version retains much of the same feel 
     of the original, with some added high wind instruments for effect.
    
    Hyrule Field Theme - (Remix)
    Origin: 1998 -- The Legend of Zelda: Ocarina of Time (N64)
     Not counting Zelda II, this is probably one of the more major departures of 
     the "overworld" tune from the main Zelda theme.  While roaming the expansive 
     Hyrule Field, this travelling march plays.  While this version is set in its 
     rotation of themes, certain phrases of the tune may play in different order 
     in the original game.
    
    Main Theme (Twilight Princess) - (Original)
    Origin: 2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
     Like Ocarina of Time before it, this is a further reimagining of a departure 
     from the main Zelda theme, but with its own proper melody.  Also, like 
     Hyrule Field, this tune will change depending on where you are, if you're 
     riding a horse, and what time of day it is.
    
    The Hidden Village - (Original)
    Origin: 2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
     Calling to mind the fresh sound of Gerudo Valley (more on that in its 
     section), this guitar tune based on the TP theme will play in the Hidden 
     Village area as you try to liberate it from Bullblins.
    
    Midna's Lament - (Original)
    Origin: 2006 -- The Legend of Zelda: Twilight Princess (GCN/Wii)
     This somber piano tune (again based on the TP theme) plays during a point in 
     the game where Midna is in dire straits and you need to get her help.  It's 
     significant in the sense that it replaces tunes you would normally hear as 
     you run across Hyrule Field.
    
    Great Temple/Temple - (Remix)
    Origin: 1988 -- Zelda II: The Adventure of Link (NES)
     This remix of the Temple theme from Melee includes the "Great Temple" theme, 
     which plays in the last temple of the game, before switching over to the 
     latter portion of the main Temple theme.
    
    Dragon Roost Island - (Original)
    Origin: 2003 -- The Legend of Zelda: The Wind Waker (GCN)
     This island is home to the Rito tribe, an anthropomorphic birdlike race.  
     They live rather simply, despite having a rather thorough postal system.  
     Their theme, and island's theme, is and upbeat tune based around light guitars 
     and flute-like winds.
    
    The Great Sea - (Original)
    Origin: 2003 -- The Legend of Zelda: The Wind Waker (GCN)
     Based loosely on the main Legend of Zelda theme, this music accompanies Link 
     as he sails across the Great Sea.  It's very much a "travelling" piece of 
     music, yet more grandiose.  Low strings and brass dominate, but aren't 
     overpowering, allowing the music to flow better.
    
    Tal Tal Heights - (Remix)
    Origin: 1992 -- The Legend of Zelda: Link's Awakening (GB)
     The main Legend of Zelda theme has gone through much remixing and reiterating 
     over the years, and this particular remix showcases one of the earlier 
     works on that theme.  Despite being described as Tal Tal Heights, a location 
     in Link's Awakening, this tune actually plays throughout most of the 
     overworld areas.  It starts very clearly as the main Zelda theme, but then 
     switches to a different style late in the verse, applying higher notes and 
     more crescendo to the end.
    
    Song of Storms - (Remix)
    Origin: 1998 -- The Legend of Zelda: Ocarina of Time (N64)
     An old favorite from Ocarina of Time, this was first heard in the windmill 
     in Kakariko Village.  The proprietor plays the tune on his organ grinder.  
     This variation expands on that idea with a multi-instrument piece.  Near the 
     end the piece will change into the theme of Ganon (first heard in Link to the 
     Past), and then the Serenade of Water, one of the Ocarina pieces used in 
     Ocarina of Time to warp.
    
    Gerudo Valley - (Original)
    Origin: 1998 -- The Legend of Zelda: Ocarina of Time (N64)
     One of the more well-received new pieces from Ocarina of Time, this tune 
     departs from the traditional grand marches and light melodies to switch over 
     to a rhythmic piece very heavy on classical guitar, sounding rather Spanish 
     in its delivery.  This tune plays in the eponymous Gerudo Valley, home of 
     the desert thieves.
    
    Molgera Battle - (Original)
    Origin: 2003 -- The Legend of Zelda: The Wind Waker (GCN)
     This quiet and percussion heavy tune plays during the battle against the boss 
     of the Wind Temple, Molgera, in Wind Waker.  There's not much else to say 
     about it, besides the fact that, like Gerudo Valley, it's a departure from 
     the marches and light melodies.
    
    Village of the Blue Maiden - (Original)
    Origin: 2004 -- The Legend of Zelda: Four Swords Adventures (GCN)
     Most people would quickly recognize this as the them for Kakariko Village, 
     which, in most Zelda games, is generally one of the few villages left 
     untouched by evil.  This peppy woodwind based version of the tune is 
     actually played in the village that bears this tune's name in FSA, which is 
     one of Link's stops on his way to fight the bad guys.
    
    Termina Field - (Original)
    Origin: 2000 -- The Legend of Zelda: Majora's Mask (N64)
     There was a bit of an outcry after Ocarina of Time that the much beloved 
     Zelda main theme was being retired.  Quick to placate the masses, Majora's 
     Mask returned the theme to form, this time basing it around the mildly 
     creepy setting of Termina.
    
    =============
    8G. Metroid =
    =============
    
    Main Theme (Metroid) - (Remix)
    Origin: 1986 -- Metroid (NES)
     While the origin for this tune is the Brinstar theme of the first Metroid, 
     Kenji Yamamoto's rock guitar version actually appears in Metroid Prime: 
     Pinball.
    
    Ending (Metroid) - (Remix)
    Origin: 1986 -- Metroid (NES)
     A more modern imagining of the ending theme of the original Metroid, which 
     is also heard in Metroid: Zero Mission, in a more updated fashion than the 
     original NES chipset sounds.
    
    Norfair - (Remix)
    Origin: 1986 -- Metroid (NES)
     This ambient tune is a representation of the "music" that plays when you 
     first enter Norfair in the original Metroid.  Awesome composer Yuzo Koshiro 
     has taken this theme and expanded it into a cool drum'n'bass track.
    
    Theme of Samus Aran, Space Warrior - (Remix)
    Origin: 1994 -- Super Metroid (SNES)
     With the advent of Super Metroid, arguably one of the finest pieces of 
     gaming ever committed to history, came Samus' own musical theme.  This 
     fanfare piece is meant to represent her eternal struggle.  In certain Prime 
     games, this theme also represents the Galactic Federation.
    
    Vs. Ridley - (Remix)
    Origin: 1994 -- Super Metroid (SNES)
     Ridley's theme actually originated as a more generic boss theme in Super 
     Metroid, being the theme for fighting both Ridley and Draygon.  In games 
     following, Ridley's theme was specifically tailored for him.  This electronic 
     rock mix maintains the dire nature of the Space Pirate villain.
    
    Vs. Parasite Queen - (Original)
    Origin: 2002 -- Metroid Prime (GCN)
     The first major enemy Samus faces in the first of her fully 3D outings is 
     the Parasite Queen.  The theme surrounding this loathsome monster is a 
     taste of the highly electronic sounds of the Prime trilogy, featuring harsh 
     accents and dire synthesized strings.
    
    Opening/Menu (Metroid Prime) - (Remix)
    Origin: 2002 -- Metroid Prime (GCN)
     Building the minimal nature of the original Metroid, Metroid Prime's opening 
     theme is a spooky affair that seems based in old Martian movies, complete 
     with alien-sounding static.  The menu music is more melodic and driving, but 
     still focuses on the spooky alien style.
    
    Sector 1 - (Remix)
    Origin: 2002 -- Metroid Fusion (GBA)
     Sector 1 is one of the initial areas of Metroid Fusion, a part of the 
     space station designed to look like the planet SR388.  This is the tune that 
     plays in the background while exploring it.
    
    Vs. Meta Ridley - (Original)
    Origin: 2002 -- Metroid Prime (GCN)
     Ridley's theme was retooled for the Prime series.  With the new trilogy's 
     attempt to hold to the atmospheric approach, they pulled back on the main 
     melody to the theme in order to bring out the percussion and background 
     accents more, using the same electronic style of sounds they used throughout 
     Metroid Prime.
    
    Multiplayer (Metroid Prime 2) - (Original)
    Origin: 2004 -- Metroid Prime 2: Echoes (GCN)
     Only two Metroid games actually have multiplayer, and most of the existing 
     Metroid music is quiet and ambient, which just doesn't work for the frantic 
     firefights of multiplayer, so this reiteration of the Prime theme was 
     produced, focusing more on the driving rhythms than melodies.
    
    ====================
    8H. Yoshi's Island =
    ====================
    
    Obstacle Course - (Remix)
    Origin: 1995 -- Yoshi's Island (Super Mario World 2) (SNES)
     Actually similar in style to the Obstacle Course theme of the original 
     Super Mario World, this is a faster, yet still light tune, meant to focus 
     around the more tense nature of constantly shifting platforms that accompany 
     a Mario-themed obstacle course.
    
    Ending (Yoshi's Story) - (Remix)
    Origin: 1998 -- Yoshi's Story (N64)
     This is a jazzy version of the ending of Yoshi's Story, focusing more on an 
     island nature with percussion and island-themed strings.  The voices used 
     are supposed to be infant Yoshis singing along.
    
    Yoshi's Island - (Remix)
    Origin: 1995 -- Yoshi's Island (Super Mario World 2) (SNES)
     This the main theme for the "grassy" levels in Yoshi's Island.  A light and 
     bouncy tune accompanies Yoshi and Baby Mario as they explore the early stages.
    
    Flower Field - (Remix)
    Origin: 2005 -- Yoshi Touch & Go (DS)
     This light-hearted piece plays in several stages in Touch & Go.  This remix 
     focuses on high winds and silly sound effects to accent the goofy nature of 
     the game.
    
    Wildlands - (Remix)
    Origin: 2006 -- Yoshi's Island DS (DS)
     A more upbeat (and banjo-laden) version of the original theme, which plays 
     on certain stages in Yoshi's Island DS.
    
    ===========
    8I. Kirby =
    ===========
    
    Meta Knight's Revenge - (Remix)
    Origin: 1996 -- Kirby Super Star (SNES)
     This is a somewhat jazzy version of the main tune that plays in "Meta 
     Knight's Revenge", which one of the several "games" in Kirby Super Star.  
     This fast-moving, but still pounding tune, plays as Kirby assaults the 
     Halberd, with time ticking away.
    
    The Legendary Air Ride Machine - (Remix)
    Origin: 2003 -- Kirby Air Ride (GCN)
     This isn't actually much of a remix, and is quite like the original version 
     of the tune, which plays when Kirby assembles all the pieces of the Dragoon 
     air machine.
    
    Gourmet Race - (Remix)
    Origin: 1996 -- Kirby Super Star (SNES)
     Also known for being Kirby's theme in both of the previous Smash Bros. games, 
     this tune was first introduced in the Gourmet Race mode in Kirby Super Star.  
     This particular mix of the tune is more electronic and rock than other 
     versions.
    
    Butter Building - (Remix)
    Origin: 1993 -- Kirby's Adventure (NES)
     This medley opens with a remix of the first Butter Building theme, but also 
     branches out into other tunes, such as the "star jingle", the main theme from 
     Kirby's Dream Land, and the Green Greens theme.
    
    King Dedede's Theme - (Remix)
    Origin: 1991 -- Kirby's Dream Land (GB)
     The theme of the penguin king is a tough-sounding piece, going well with 
     Dedede's wrestling motif that he employs when you fight him.
    
    Squeak Squad Theme - (Remix)
    Origin: 2006 -- Kirby: Squeak Squad (DS)
     When the Squeak Squad gets on your tail, you know you'll hear this theme.  
     The intensity in this theme is further accented by the discordant intro.
    
    Vs. Marx - (Remix)
    Origin: 1996 -- Kirby Super Star (SNES)
     The final boss of Kirby Super Star is this demonic fellow who conspired to 
     control Popstar.  Seemingly jester-like in appearance, he faces Kirby at 
     the end of "Milky Way Wishes".  His theme evokes the mystery of space plus 
     his mildly comical appearance as a jester, focusing around strings in 
     minor tones.
    
    0˛ Battle - (Remix)
    Origin: 2000 -- Kirby 64: The Crystal Shards (N64)
     0˛ was the final boss of the Kirby 64, an amalgamation of Dark Matter.  You 
     face him upon finding all the crystal shards.  Being the final battle, even 
     happy-go-lucky Kirby finds it in him for a hard rock theme.
    
    Boss Theme Medley - (Remix)
    Origin: 1993 -- Kirby's Adventure (NES)
            1993 -- Kirby's Dream Land 2 (GB)
            1996 -- Kirby Super Star (SNES)
            2000 -- Kirby 64: The Crystal Shards (N64)
            2006 -- Kirby: Squeak Squad (DS)
     This is a collection of boss themes from the Kirby series.  The first is the 
     boss theme from Kirby's Adventure, then the boss theme from Dream Land 2, then 
     the boss theme from Kirby Super Star.  Next comes the mini-boss theme from 
     Kirby 64, then the miniboss theme from Kirby's Adventure and Kirby Super Star.
     Lastly is the boss theme (when not facing a Squeak) from Squeak Squad.
    
    Checker Knights - (Original)
    Origin: 2003 -- Kirby Air Ride (GCN)
     This is the background music when playing in the Checker Knight Course in 
     Air Ride.
    
    Forest/Nature Area - (Original)
    Origin: 2004 -- Kirby & The Amazing Mirror (GBA)
     A simple and bouncy tune that is Kirby through and through, this accompanies 
     Kirby as he explores the world of Kirby&TAM.
    
    Frozen Hillside - (Original)
    Origin: 2003 -- Kirby Air Ride (GCN)
     This is the background music when playing in the Frozen Hillside Course in 
     Air Ride.
    
    ==============
    8J. Star Fox =
    ==============
    
    Space Armada - (Remix)
    Origin: 1993 -- Star Fox (SNES)
     This is an updated interpretation of the "Space Armada" level from the 
     original Star Fox.  In this level, Fox and company flew through a fleet 
     of ships, sometimes flying into them in order to destroy their cores from 
     the inside.  
    
    Corneria - (Remix)
    Origin: 1993 -- Star Fox (SNES)
     The first stage of the original Star Fox game featured this light rock 
     techno theme, faithfully recreated with more modern sound capabilities.
    
    Main Theme (Star Fox) - (Remix)
    Origin: 1993 -- Star Fox (SNES)
     A bit of a chestnut, since it's only been heard in the original Star Fox 
     game and the Smash Bros. series.  This is the original fanfare theme to 
     accompany Star Fox on their adventures, in incidents like the map screen 
     and mission results screen.  This version is obviously updated to modern 
     instruments, but maintains its grandiose nature.
    
    Main Theme (Star Fox 64) - (Remix)
    Origin: 1997 -- Star Fox 64 (N64)
     This is a speedy and jazzy remake of the now-classic current Star Fox 
     theme.  Instead of being a usual fanfare march, this version employs 
     more electronic sounds and a rather increased tempo.
    
    Area 6 - (Remix)
    Origin: 1997 -- Star Fox 64 (N64)
     The penultimate area in Star Fox 64 (if you fulfilled certain conditions), 
     was this section of space where Fox and his team could punch through the 
     defenses of Venom to reach the planet.  The fast-paced and busy march 
     emphasized the tense and hectic nature of the battle, which can be one of the 
     highest scoring areas in the game (my personal best is 462).
    
    Area 6 Ver. 2 - (Remix)
    Origin: 1997 -- Star Fox 64 (N64)
     This is a more subdued and techno take of the Area 6 theme, but maintains 
     the melody.
    
    Star Wolf - (Remix)
    Origin: 1997 -- Star Fox 64 (N64)
     This is the theme of Star Fox's rival team, Star Wolf.  The theme has been 
     reproduced in several Star Fox games, and this remix resembles the original 
     from Star Fox 64 the closest.  It takes the form of a march, with some 
     latin undertones.
    
    Star Wolf (Star Fox: Assault) - (Original)
    Origin: 2005 -- Star Fox: Assault (GCN)
     The reimagining of the Star Wolf theme for Star Fox: Assault strips the 
     driving force of the tune and instead focuses more on the main melody, 
     increasing the latin feel with the melody being on trumpet.  It plays, 
     naturally, whenever Star Wolf is present to fight in Assault.
    
    Space Battleground - (Original)
    Origin: 2005 -- Star Fox: Assault (GCN)
     This is the theme that plays over the first mission: Fortuna.  In this 
     mission, Cornerian forces have engaged the forces of Andross' nephew, Andrew 
     Oikonny, and Star Fox is deployed to break through the lines and strike 
     at the villain.  Given that, this tune is an orchestral march.
    
    Break Through the Ice - (Original)
    Origin: 2005 -- Star Fox: Assault (GCN)
     This somewhat tense-sounding tune is heard on the planet Fichina.  It's a 
     remix of Star Fox 64's tune on the same planet (a planet which was 
     mislabelled Fortuna in the English translation).
    
    =============
    8K. Pokémon =
    =============
    
    Pokémon Main Theme - (Remix)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     The main title for the original Pokémon games begins in this arrangement 
     with electric guitars before proceeding to the brass fanfare of the main 
     melody, led by the french horn.
    
    Road to Viridian City (From Pallet Town/Pewter City) - (Remix)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     This light and happy march is a remix of the theme that plays on Route 1, 
     which then switches to a more driving soft rock version, and then playing 
     a portion of the Viridian City theme.
    
    Pokémon Center - (Remix)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     Another fanfare piece based on the tune you hear when in Pokémon centers in 
     R/B.
    
    Pokémon Gym/Evolution - (Remix)
    Origin: 1998 -- Pokémon Red/Blue (GB)
     After the opening strings, this breaks into the Gym theme of the original 
     Pokémon games as a fanfare, then goes into the pounding rhythms of the 
     evolution theme.
    
    Wild Pokémon Battle! (Ruby/Sapphire) - (Remix)
    Origin: 2003 -- Pokémon Ruby/Sapphire (GBA)
     Like most battle themes, this is an intense rock-style brass tune, this 
     particular one being feature in R/S/E.
    
    Victory Road - (Remix)
    Origin: 2003 -- Pokémon Ruby/Sapphire (GBA)
     This a rather different mix of the original Victory Road tune, which was 
     FAR more subdued, now replaced with a hard rock, fast paced tune.  Victory 
     Road is featured in several Pokémon games and regions and always leads 
     intrepid trainers to the Elite Four.
    
    Dialga/Palkia Battle at Spear Pillar! - (Remix)
    Origin: 2007 -- Pokémon Diamond/Pearl (DS)
     Dialga and Palkia are the "mascot" Pokémon of D/P, and this is the theme 
     that plays when you battle the featured one at Spear Pillar.
    
    Wild Pokémon Battle! (Diamond/Pearl) - (Remix)
    Origin: 2007 -- Pokémon Diamond/Pearl (DS)
     This is the theme of random battles in D/P, much like all the others: a 
     rock-style brass tune.
    
    Team Galactic Battle! - (Remix)
    Origin: 2007 -- Pokémon Diamond/Pearl (DS)
     Team Galactic is the villanous team in D/P, sort of that game's version of 
     Team Rocket.  This remix is a speedy version based on when you fight a 
     Galactic Grunt.
    
    Route 209 - (Remix)
    Origin: 2007 -- Pokémon Diamond/Pearl (DS)
     This is a subdued remix of the Route 209 theme in daytime from D/P.
    
    ============
    8L. F-Zero =
    ============
    
    Mute City - (Remix)
    Origin: 1990 -- F-Zero (SNES)
     Unlike the Melee version of this track, this seems more focused on the 
     original F-Zero's version, a more subdued opening leading into the main 
     guitar.
    
    Fire Field - (Remix)
    Origin: 1990 -- F-Zero (SNES)
     This is a more modern rock remix of the theme that plays on the track of the 
     same name in F-Zero.
    
    White Land - (Remix)
    Origin: 1990 -- F-Zero (SNES)
     This is a more modern rock remix of the theme that plays on the track of the 
     same name in F-Zero.
    
    Car Select - (Original)
    Origin: 1998 -- F-Zero X (N64)
     As the name implies, this is the song that plays when you select your car in 
     F-Zero X.
    
    Dream Chaser - (Original)
    Origin: 1998 -- F-Zero X (N64)
     This tune plays in F-Zero X on the Silence courses.
    
    Devil's Call in Your Heart - (Original)
    Origin: 1998 -- F-Zero X (N64)
     This tune plays in F-Zero X on the Devil's Road courses.
    
    Climb Up! And Get The Last Chance! - (Original)
    Origin: 1998 -- F-Zero X (N64)
     This tune plays in F-Zero X on the White Land courses.
    
    Brain Cleaner - (Original)
    Origin: 2003 -- F-Zero GX (GCN)
     This tune plays in F-Zero GX when you watch the replay after a race.
    
    Shotgun Kiss - (Original)
    Origin: 2003 -- F-Zero GX (GCN)
     This is the track that plays on a Casino Palace course in GX.
    
    Planet Colors - (Original)
    Origin: 2003 -- F-Zero GX (GCN)
     This is the track that plays on any Green Planet course in GX.
    
    =========================
    8M. EarthBound (Mother) =
    =========================
    
    Porky's Theme - (Remix)
    Origin: 2006 -- Mother 3 (GBA) Japan Only
     This is a theme heard many times throughout the game as it relates closely 
     to the Pig Army, which usually plays whenever they show up in force.  This 
     specific arrangement accompanies the Masked Man when he arrives on the scene.
    
    Unfounded Revenge/Smashing Song of Praise - (Remix)
    Origin: 2006 -- Mother 3 (GBA) Japan Only
     This is a medley of two boss songs in the game.  The first is a song heard 
     when taking down high-level Pig Army troopers.  The second is the song you 
     hear when fighting the Mecha Gorilla.
    
    Mother 3 Love Theme - (Remix)
    Origin: 2006 -- Mother 3 (GBA) Japan Only
     The main theme of Mother 3 has several iterations heard throughout the 
     game.  This specific arrangement is heard in the beginning of the game, while 
     exploring the initial areas.
    
    You Call This a Utopia?! - (Remix)
    Origin: 2006 -- Mother 3 (GBA) Japan Only
     This is the background theme when exploring New Pork City, the final area 
     of Mother 3.  It's a more subdued version of the main "Pig Army" theme, used 
     to illustrate the theme of the locale.
    
    Humoresque of a Little Dog - (Remix)
    Origin: 1989 -- Mother (Famicom) Japan Only
     Most people know this as the "store theme" from EarthBound, which is fine, 
     because it was also the store theme from Mother, only the sound makes it 
     seem more taken from EarthBound given that it was a Super NES title, and 
     thus had a better sound system.  It also appears in Mother 3 as a "bonus" 
     tune heard on a jukebox.
    
    Snowman - (Remix)
    Origin: 1989 -- Mother (Famicom) Japan Only
     This wintery tune first appeared in the original Mother focused around the 
     town named Snowman.  The tune was later updated for the Super NES when 
     EarthBound was released and it played while the player explored Snow Wood 
     Boarding School in the land of Winters.  It also appears in Mother 3 on 
     Snowcap Mountain.  This version of the tune identifies more with the Super 
     NES version, and adds a delightful choral introduction.
    
    =================
    8N. Fire Emblem =
    =================
    
    Fire Emblem Theme - (Remix)
    Origin: 1990 -- Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (Famicom) 
      Japan Only
     Every single Fire Emblem game has featured the theme, in one capacity or 
     another.  Most often, it's a simple instrumentation on the theme, usually 
     at the title screen.  Of course, the lyrics imply something more, and indeed, 
     one of the more epic commercials from Nintendo's earlier days was the first 
     Fire Emblem commercial, which had a chorus in medieval garb singing the Fire 
     Emblem theme in Japanese.  The lyrics have been rewritten and changed to 
     Latin for this game, but the idea remains the same.
    
    With Mila's Divine Protection (Celica Map 1) - (Remix)
    Origin: 1992 -- Fire Emblem Gaiden (Famicom) Japan Only
     This is a latin-style remix of the map theme when you play as Celica, a 
     priest from Nova Monastery who rises up along with the fighter Arum to save 
     the Kingdom of Sofia from invasion.
    
    Attack - (Remix)
    Origin: 2003 -- Fire Emblem (GBA)
     This tune opens right up with the main "battle" theme from the GBA Fire 
     Emblem, which plays whenever you engage in combat.  About halfway through, 
     it will switch to the standard boss theme.
    
    Preparing to Advance - (Remix)
    Origin: 2005 -- Fire Emblem: The Sacred Stones (GBA)
     This a fanfare remix of the theme of the Preparation Screen in Sacred 
     Stones.
    
    Winning Road - Roy's Hope - (Remix)
    Origin: 2002 -- Fire Emblem: Fuuin no Tsurugi (GBA) Japan Only
     I've never played Fuuin no Tsurugi, but I do know that the melody of this 
     tune is also Eliwood's theme from Fire Emblem (GBA), which makes sense given 
     that Roy is Eliwood's son.  A hopeful stringed tune with fanfare accents.
    
    Shadow Dragon Medley - (Remix)
    Origin: 1990 -- Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (Famicom) 
      Japan Only
     This is a remixed medley of three tunes from the original Fire Emblem.  The 
     first is the tune that plays when the enemy makes their move, then the 
     theme you hear when you begin a mission, then lastly the theme that plays 
     when the player makes his move.
    
    Ike's Theme - (Original)
    Origin: 2007 -- Fire Emblem: Radiant Dawn (Wii)
     This is a map theme in Radiant Dawn, specifically the theme that plays in 
     missions where you lead Ike and the Greil Mercenaries.
    
    Against the Dark Knight - (Original)
    Origin: 2005 -- Fire Emblem: Path of Radiance (GCN)
     The Black Knight of Daein comes with his own theme song, which is here, a 
     rather bitter and dire piece, focusing on his monstrous strength and mystery.
    
    Crimean Army Sortie - (Original)
    Origin: 2005 -- Fire Emblem: Path of Radiance (GCN)
     This instrumental fanfare tune plays in the background in the latter half of 
     the game after Ike assumes control of the Crimean army, specifically when 
     it's your turn to move.
    
    Power-Hungry Fool - (Original)
    Origin: 2005 -- Fire Emblem: Path of Radiance (GCN)
     This sinister harpsichord tune is the theme of the Duke of Tanas, Oliver, a 
     rather insane senator of Begnion obsessed with the concept of beauty.  The 
     tune evokes his madness yet attention to his standing.
    
    Victory is Near - (Original)
    Origin: 2005 -- Fire Emblem: Path of Radiance (GCN)
     It's a time of relaxation in the world of Fire Emblem, as you've taken out 
     all the bad guys in the area, except perhaps the boss, but this strings-led 
     piece gives a nice hopeful dance melody to a battle that's nearing its end.
    
    ================
    8O. Kid Icarus =
    ================
    
    Underworld - (Remix)
    Origin: 1987 -- Kid Icarus (NES)
     This is a brass-led march recreating the theme of the first world in Kid 
     Icarus.  It constitutes the majority of the song until late, when the 
     percussion takes over and the goofy theme of the Grim Reaper takes over, 
     followed by the game over theme.
    
    Skyworld - (Remix)
    Origin: 1987 -- Kid Icarus (NES)
     A mislabeled tune, as the melody heard during this piece actually plays in 
     the area known as "Overworld", not the later "Skyworld".  The original 
     tune seemed a lot lighter compared to the Brawl version, which focuses on 
     brass.  Also of note is an example of Nintendo's old use of public domain 
     songs, as a small riff here very closely resembles the early American tune 
     "The Girl I Left Behind".
    
    Title (Kid Icarus) - (Remix)
    Origin: 1987 -- Kid Icarus (NES)
     Opening with a tone similar to the original NES bleep, this is an orchestral 
     recreation of the title theme of the game.  It also has a few little aspects 
     of Underworld in it.
    
    Kid Icarus Original Medley - (Original)
    Origin: 1987 -- Kid Icarus (NES)
     This is a cute mix of several different tunes directly from Kid Icarus, 
     powered by the old NES sound technology.  The tune progresses as follows: 
     title screen, Underworld theme, Fortress theme, "level complete" jingle, 
     Overworld theme, Skyworld theme, final level theme, then the game over theme, 
     going back to Underworld to repeat.
    
    =====================
    8P. WarioWare, Inc. =
    =====================
    
    WarioWare, Inc. - (Remix)
    Origin: 2003 -- WarioWare, Inc.: Mega Microgame$ (GBA)
     This is a slight remixing of the title screen of the original WarioWare game, 
     which is relatively low-key and subdued, yet still indicative of the title 
     character's mischievous tendencies.
    
    WarioWare, Inc. Medley - (Remix)
    Origin: 2003 -- WarioWare, Inc.: Mega Microgame$ (GBA)
     This is a hashing together of several various themes during WarioWare 
     gameplay.  The first tune is the intro to 9-Volt's games in the original.  
     Second is the boss theme for Jimmy's stage, then the them for Dribble & 
     Spitz's games.  Next is the toilet scene from the beginning of Crygor's 
     stage.  Next comes the intro for Wario's second stage, then the news reports 
     that occur throughout the game.  Lastly is the mode select screen's song.
    
    Ashley's Song - (Remix)
    Origin: 2005 -- WarioWare Touched! (DS)
     This is Ashley's signature song, which plays during her stage.  Instead of 
     music accompanying each microgame, this song plays over the whole of the 
     gameplay.  The original tune is far more subdued, with more of a spooky feel 
     and less jazz.  The lyrics, however, remain.
    
    Ashley's Song (JP) - (Remix)
    Origin: 2005 -- WarioWare Touched! (DS)
     This is the same song as above, only with the Japanese vocals.  Apparently, 
     Sakurai-san thought we'd be missing out if he excluded a version from the 
     game for different regions.
    
    Mike's Song - (Remix)
    Origin: 2005 -- WarioWare Touched! (DS)
     Mike's Song is heard in the intro to his stage.  The original slower bebop 
     song has received a rockabilly overhaul in this version, with the original 
     robo voice replaced by a proper baritone.
    
    Mike's Song (JP) - (Remix)
    Origin: 2005 -- WarioWare Touched! (DS)
     Again, this is the same song as above, only with Japanese vocals.  Of note is 
     that the intro voice is of a young woman, not a group of people, which is 
     what it sounded more like in the original game.
    
    Mona Pizza's Song - (Remix)
    Origin: 2005 -- WarioWare Twisted! (GBA)
     This is Mona's signature song from her stage in WarioWare Twisted!  Like 
     Ashley's song, this plays instead of the individual music for each microgame.  
     This remix is slightly peppier, but maintains the spirit of the original.
    
    Mona Pizza's Song (JP) - (Remix)
    Origin: 2005 -- WarioWare Twisted! (GBA)
     Again, this is the same song as above, only with Japanese vocals.
    
    ============
    8Q. Pikmin =
    ============
    
    Main Theme (Pikmin) - (Original)
    Origin: 2001 -- Pikmin (GCN)
     The music of Pikmin as a whole evokes a "natural" feeling, the quiet of 
     nature.  This is easily evident in the title theme itself, which features 
     soft rhythms and a low wind-like instrument playing the main melody.
    
    World Map (Pikmin 2) - (Remix)
    Origin: 2004 -- Pikmin 2 (GCN)
     This tune is only slightly remixed, having a bit of percussion added and the 
     tempo slightly speeded up to accompany the style of Brawl.  The original tune 
     played, as the title suggests, on the map where you select the area to 
     explore.
    
    Stage Clear/Title (Pikmin) - (Remix)
    Origin: 2001 -- Pikmin (GCN)
     This cute and light jingle plays at the end of every day in Pikmin, played 
     on whistle and orchestra bells.  It jumps from there into a more intense 
     version of the game's title theme.
    
    Forest of Hope - (Original)
    Origin: 2001 -- Pikmin (GCN)
     The second area in the original Pikmin game has this relaxing theme 
     accompanying it.  Percussive bells and strings play delicately to play 
     you through this area.
    
    Ai no Uta - (Original)
    Origin: 2001 -- Pikmin (GCN)
     While this was never heard in any game, this single was released by the 
     group Strawberry Flower in conjunction with the release of Pikmin, and its 
     members were named Red, Yellow, and Blue Pikmin.  This cute little song 
     describes life as a Pikmin, and was used in commercials advertising the 
     game.
    
    Ai no Uta (French Version) - (Original)
    Origin: 2001 -- Pikmin (GCN)
     A French version of the original Ai no Uta, which was specially made for 
     when Pikmin was promoted in Paris.
    
    Tane no Uta - (Original)
    Origin: 2004 -- Pikmin 2 (GCN)
     Like the original Ai no Uta, this is a song by Strawberry Flower meant to 
     promote the second Pikmin game, and again describes the Pikmin, this time 
     adding the two new ones.
    
    Environmental Noises - (Remix)
    Origin: 2001 -- Pikmin (GCN)
     Having listened to this back to front, there really isn't much besides 
     standard sounds of nature, particularly insects.  Probably would have been 
     cooler to feature some sounds of the creatures found in the series, but 
     oh well.
    
    =====================
    8R. Animal Crossing =
    =====================
    
    Title (Animal Crossing) - (Remix)
    Origin: 2006 -- Animal Crossing: Wild World (DS)
     Brawl tells you wrong; this is actually from Wild World, the title screen, 
     naturally.  This is a more peppy version of the original title.
    
    Go K.K. Rider! - (Remix)
    Origin: 2002 -- Animal Crossing (GCN)
     One of the many tunes played by guitar virtuoso K.K. Slider, this can be 
     heard during his concerts on Saturday night, only a little more subdued, 
     since he only has his guitar to accompany him, and not a full synthetic 
     orchestra.
    
    2:00 a.m. - (Remix)
    Origin: 2002 -- Animal Crossing (GCN)
     As the titel suggests, this tune plays at 2AM in your Animal Crossing town, 
     and this particular version is a remix as if the tune were performed by K.K. 
     Slider.
    
    Town Hall and Tom Nook's Store - (Remix)
    Origin: 2006 -- Animal Crossing: Wild World (DS)
     This a combination of two tunes from Wild World, one the background music 
     from the Town Hall, the other from Tom Nook's Store.  They've been slightly 
     updated from their originals, but maintain the same style.
    
    The Roost - (Remix)
    Origin: 2006 -- Animal Crossing: Wild World (DS)
     A slightly remixed version of the relaxing theme in the Roost Café, where 
     you could find K.K. Slider playing.
    
    ==============
    8S. Nintendo =
    ==============
    
    Ice Climber - (Remix)
    Origin: 1984 -- Ice Climber (Arcade)
     This jazzy tune is actually rather similar to the Ice Climbers tune in 
     SSBM, and is based off the two music pieces featured in the original Ice 
     Climber.  The first part of the tune features the title/bonus tune, which 
     speeds up to accommodate the Ice Climber stage.  Once the summit crashes 
     into the water, the tune switches over to the main gameplay tune.
    
    Balloon Trip - (Remix)
    Origin: 1984 -- Balloon Fight (Arcade)
     This airy jingle-like tune is a representation of the only music to 
     accompany the Balloon Fight game, which plays when you're on the bonus 
     areas.
    
    Shin Onigashima - (Remix)
    Origin: 1987 -- Shin Onigashima (Famicom Disk System) Japan Only
     One of several video games that borrow from old Japanese mythology, this 
     game follows characters Donbe and Hikari as they seek to overthrow the Oni 
     that plague the land.  The tune itself is classically Japanese, through and 
     through.
    
    Clu Clu Land - (Remix)
    Origin: 1985 -- Clu Clu Land (NES)
     Much like Ice Climbers before it, this is a jazzy remix of an old Nintendo 
     tune, this time the Clu Clu Land gameplay theme (starting with the "level 
     entering" music).
    
    Mario Bros. - (Remix)
    Origin: 1983 -- Mario Bros. (Arcade)
     This piece starts on chipset type sounds with the opening line of the 
     Mario Bros. gameplay, which is also the opening to Mozart's Eine Kliene 
     Nachtmusik, a popular melody.  The tune then breaks into more modern 
     synthesized instruments to follow the main melody of the Mario Bros. theme, 
     closing with a string version of the opening melody as a tribute to its 
     classical origins.
    
    Gyromite - (Remix)
    Origin: 1985 -- Gyromite (NES)
     This is a remix of the title and main gameplay theme of the R.O.B.-based 
     game, Gyromite, in which you guided a professor through a course.  The song 
     is in happy bouncy synths in keeping with the theme.
    
    Famicom Medley - (Original)
    Origin: 1988 -- Super Mario Bros. 3 (NES)
            1985 -- Wrecking Crew (NES)
            1985 -- Excitebike (NES)
            1987 -- Mike Tyson's Punch-Out!! (NES)
            1987 -- Soccer (NES)
            1984 -- Devil World (Famicom) Japan Only
            1993 -- Joy Mech Fight (Famicom) Japan Only
            1985 -- Duck Hunt (NES)
            1982 -- Donkey Kong Jr. (Arcade)
            1989 -- Famicom Tantei Club Part II (FDS) Japan Only
            1986 -- Urban Champion (NES)
     As implied by the title, this is a medley of several classic NES (Famicom) 
     tunes in their original form.  The first is the four-note intro to a Hammer 
     Bros. Battle in Super Mario Bros. 3, followed by the main gameplay theme of 
     Wrecking Crew, followed by the title screen in Excitebike.  Next is the iconic 
     jogging theme from Punch Out! (the first half of it), then the theme from 
     "Soccer" for the NES, followed by the game theme of Devil World, then the 
     second half of Punch Out's jogging theme, then the gameplay theme from Joy 
     Mech Fight.  Next is the title for Duck Hunt (characterized by the dog barks), 
     then the theme for Donkey Kong Jr., music from Famicom Tantei (Detective) Club 
     Part II, then finally the victory theme for Urban Champion.
    
    Power-Up Music - (Original)
    Origin: 1985 -- Wrecking Crew (NES)
     This is theme that plays when you grab a Golden Hammer, both in Brawl and in 
     the original Wrecking Crew.  You can see the Golden Hammer in Items for more 
     info on how it works.
    
    Douchuumen (Nazo no Murasamejo) - (Original)
    Origin: 1986 -- Nazo no Mursamejo (Famicom Disk System) Japan Only
     Translated as "Mysterious Murasame Castle", this chestnut from Nintendo's 
     early days puts the samurai Takamaru against the forces of demons as he 
     explores castles in a setup somewhat similar to the Legend of Zelda.  This 
     is unaltered music from the original game.
    
    Flat Zone 2 - (Remix)
    Origin: 1997 -- Game & Watch Gallery (GB)
     Like Flat Zone before it, this tune focuses on the distinctive sounds, 
     buzzes, and bleeps of the old Game & Watch games.
    
    Chill (Dr. Mario) - (Remix)
    Origin: 1990 -- Dr. Mario (NES/GB)
     With "Fever" having been introduced in Melee, this was an obvious choice.  
     An electric guitar leads into Chill, the more subdued tune of the two 
     selectable in the old Dr. Mario game.
    
    PictoChat - (Remix)
    Origin: 2004 -- Nintendo DS Hardware
     This is an original jazzy tune with incorporated sound effects from the 
     PictoChat function of the DS (since it doesn't have background music).
    
    Mii Channel - (Remix)
    Origin: 2006 -- Nintendo Wii Mii Channel (Wii)
     As far as I can tell, the only think "remixed" of this tune is an underlying 
     percussion beat, adding a bit of drive to an otherwise relaxing tune.  The 
     tune begins with the "preview" music that you hear when you access the game's 
     window, but before you start the channel itself.
    
    Wii Shop Channel - (Original)
    Origin: 2006 -- Nintendo Wii Shop Channel (Wii)
     This relaxing muzak tune accompanies you as you explore the Wii's Shop 
     Channel.
    
    Shaberu! DS Cooking Navi - (Remix)
    Origin: 2006 -- Shaberu! DS Cooking Navi (DS) Japan Only
     This is a remix of the title theme for this cooking helper released in Japan 
     and soon to be released in Australia.  The "game" is actually a simulator 
     where you receive step by step instructions to cook dishes in real life.  In 
     addition to a more modern light pop theme to the tune, the digitized voices 
     from the simulator have been interspersed.
    
    Brain Age: Train Your Brain In Minutes a Day - (Original)
    Origin: 2006 -- Brain Age: Train Your Brain In Minutes a Day (DS)
     This is a medley of all the low-key instrumental tunes in Brain Age.  First 
     is the title theme, then the theme that plays as you make your selection.
    
    Opening Theme (Wii Sports) - (Original)
    Origin: 2006 -- Wii Sports (Wii)
     This light muzak based around high winds and piano is the opening theme to 
     the Wii Sports pack-in for the Wii.  Very relaxing.
    
    Charge! (Wii Play) - (Original)
    Origin: 2007 -- Wii Play (Wii)
     This short and bouncy country tune accompanies the game "Charge!" in Wii 
     Play, in which you ride a cow as it topples over scarecrows.
    
    Lip's Theme (Panel de Pon)
    Origin: 1995 -- Panel de Pon (Super Famicom) Japan Only
     Remixed as a bouncy rock tune, this is the theme of the character Lip from 
     Panel de Pon, which was a game that received a retread and was released in 
     America as Tetris Attack, starring Yoshi.
    
    Tetris: Type A - (Remix)
    Origin: 1989 -- Tetris (GB)
     This famous Russian tune is known as "Korobeiniki", or "The Peddlers", 
     which originated as a folk tune before becoming popular in the west for its 
     inclusion as the theme for Tetris.  The Brawl version harkens back to the 
     original Russian roots.
    
    Tetris: Type B - (Remix)
    Origin: 1989 -- Tetris (GB)
     While an original piece not related to Russian folklore, this tune still 
     has nostalgia value for its use in the original, and has been remixed to 
     sound like a classic Russian folk tune.
    
    Title (3D Hot Rally)
    Origin: 1988 -- Famicom Grand Prix II: 3D Hot Rally (Famicom Disk System)
      Japan Only
     This is the title screen music of 3D Hot Rally, remixed in a more modern 
     rock style.  3D Hot Rally was an FDS game that played as a simple off-road 
     racer, and featured Mario and Luigi.
    
    Tunnel Scene (X) - (Remix)
    Origin: 1992 -- X (GB) Japan Only
     X was a game released only in Japan and was one of the first on the system 
     to use a 3D first-person theme.  This futuristic driving tune can be heard 
     during gameplay, and has been updated past the Game Boy's limited 
     capabilities.
    
    Mario Tennis/Mario Golf - (Remix)
    Origin: 2000 -- Mario Tennis (N64)
            1999 -- Mario Golf (N64)
     This tune is a combined remix of the title themes for these Mario sports 
     games.  The first being the fanfare-like Mario Tennis, the second being 
     the island-style-based Mario Golf.
    
    Marionation Gear - (Remix)
    Origin: 2006 -- Chousouju Mecha MG (DS) Japan Only
     This game is a mecha battling game that never made it out of Japan.  The 
     game focuses on controlling mecha robots through the stylus.  This track 
     is a piano/orchestral remix of one of the battle themes.
    
    Title (Big Brain Academy) - (Remix)
    Origin: 2006 -- Big Brain Academy (DS)
     As implied, this is the theme one can hear on the title screen on the 
     brain training game, Big Brain Academy, where one perform several mind-
     stretching puzzles in a quick amount of time to impress the blob-like 
     Dr. Lobe.
    
    Golden Forest (1080 Snowboarding) - (Original)
    Origin: 1998 -- 1080 Snowboarding (N64)
     As the title suggests, this is the track that plays in the Golden Forest 
     course in 1080 Snowboarding.
    
    Battle Scene/Final Boss (Golden Sun) - (Remix)
    Origin: 2003 -- Golden Sun: The Lost Age (GBA)
     This tune is a rock remix of two songs in the second Golden Sun game.  The 
     first is the main battle theme (which is also known as Felix's battle theme) 
     and the last is the theme which plays when you fight the final boss, the 
     Doom Dragon.
    
    Excite Truck - (Original)
    Origin: 2006 -- Excite Truck (Wii)
     This is the track that plays while driving on the "Fiji Circuit" in Excite 
     Truck.
    
    ================
    8T. Metal Gear =
    ================
    
    MGS4 ~Theme of Love~ Super Smash Bros. Brawl Version - (Remix)
    Origin: 2008 -- Metal Gear Solid 4: Guns of the Patriots (PS3)
     As it says "Brawl Version", this arrangement isn't heard in MGS4 on its own.  
     However, the haunting cello melody that plays over the percussion and rhythm 
     is prominently featured in Solid Snake's final mission.
    
    Encounter - (Remix)
    Origin: 1998 -- Metal Gear Solid (PS1)
     Used for when you're discovered and for boss fights, this tune incorporates 
     pieces of the Metal Gear Solid main theme for a pounding piece meant to 
     boost your adrenaline.
    
    Theme of Tara - (Remix)
    Origin: 1987 -- Metal Gear (MSX2)
     There's no character in any Metal Gear game named "Tara".  This tune begins 
     with the "opening" theme as Snake swims into Outer Heaven, then the main 
     gameplay tune as Snake explores the base.  It was named "Tara" by Kojima 
     after he heard the sounds the theme made and equated the sounds "ta-ra" with 
     the melody.  Seriously!
    
    Battle in the Base - (Original)
    Origin: 2004 -- Metal Gear Solid 3: Snake Eater (PS2)
     This deep driving orchestral piece plays in MGS3 when you're discovered.  
     Its title specifically applies to the fortress, Groznyj Grad, which Naked 
     Snake infiltrated to destroy the Shagohod.
    
    Yell "Dead Cell" - (Original)
    Origin: 2001 -- Metal Gear Solid 2: Sons of Liberty (PS2)
     One of the signature songs from Metal Gear Solid 2, this would play whenever 
     you fight a boss, particularly one of the members of the group, Dead Cell.  
     A decent-paced techno beat with a string section melody makes for a slick 
     piece.
    
    Cavern - (Original)
    Origin: 1998 -- Metal Gear Solid (PS1)
     This is the theme that plays inside the cavern that leads from the base 
     itself to the snow field where you fight Sniper Wolf.  A low key yet 
     percussive and echoing tune.
    
    Snake Eater (Instrumental) - (Original)
    Origin: 2004 -- Metal Gear Solid 3: Snake Eater (PS2)
     The title song for Metal Gear Solid 3, only without vocals.  Perhaps Nintendo 
     couldn't secure the rights to them.  In contrast to the techno themes of 
     Metal Gear Solid 1 and 2, the music style of Snake Eater sounded more like 
     an old 60's spy film, with jazzy brass, orchestral percussion, and string 
     accompaniment, almost settling into a disco style of music.
    
    Theme of Solid Snake - (Original)
    Origin: 1990 -- Metal Gear 2: Solid Snake (MSX2)
     This is the opening title theme to Metal Gear 2, played on the sound chip of 
     the MSX2.  A simple driving tune with a deep melody to accompany the opening 
     credits.
    
    Calling to the Night - (Original)
    Origin: 2007 -- Metal Gear Solid: Portable Ops (PSP)
     This is the haunting song that plays over the credits in MGS:PO.  Not much 
     else to say, really.
    
    ========================
    8U. Sonic the Hedgehog =
    ========================
    
    Green Hill Zone - (Original)
    Origin: 1991 -- Sonic the Hedgehog (GEN/SMS/GG)
     One of the first tunes heard by the original Sonic players, this upbeat 
     tune accompanied the very first level.
    
    Angel Island Zone - (Remix)
    Origin: 1994 -- Sonic the Hedgehog 3 (GEN)
     This is a remix of the Angel Island theme from Sonic 3, remixed by the 
     original artist himself, Jun Senoue.  The remix focuses on more modern 
     guitar sounds than the old Genesis sound chip.
    
    Scrap Brain Zone - (Original)
    Origin: 1991 -- Sonic the Hedgehog (GEN/SMS/GG)
     This is the theme of the final area of the original Sonic the Hedgehog, 
     which Sonic need to pass before battling Dr. Eggman.
    
    Emerald Hill Zone - (Original)
    Origin: 1992 -- Sonic the Hedgehog 2 (GEN/SMS/GG)
     Another upbeat tune to accompany the first level, which plays in Sonic 2.
    
    Sonic Boom - (Original)
    Origin: 1993 -- Sonic the Hedgehog CD (SCD/PC)
     One of the more memorable lyrical tunes in early console history, this 
     female-sung rock anthem accompanied the title screen of Sonic CD.
    
    Super Sonic Racing - (Original)
    Origin: 1997 -- Sonic R (SAT)
     This is the main theme of Sonic R (a racing game), and is also the theme 
     of the course "Radiant Emerald" when you play the course as Super Sonic.
    
    Open Your Heart - (Original)
    Origin: 1999 -- Sonic Adventure (DC)
     This is the main theme for Sonic Adventure, which is played in the first 
     battle against Perfect Chaos.  The lyrics are very character driven, speaking 
     of the battle between Perfect Chaos and Super Sonic.
    
    Live and Learn - (Original)
    Origin: 2001 -- Sonic Adventure 2 (DC)
     The main theme to Sonic Adventure 2 is one of Sonic's most popular.  This 
     driving rock anthem accompanies Sonic and company particularly at the final 
     battle of the game.  At the game's most dire point, Sonic's fiery 
     determination to save the world is illustrated in this positive piece.
    
    Sonic Heroes - (Original)
    Origin: 2004 -- Sonic Heroes (GCN/PS2/XBOX/PC)
     Sonic Heroes is a game which focuses on teams of heroes to accomplish the 
     goals, and this tune, more than others in the Sonic series, implies a more 
     hopeful and positive theme.
    
    Right There, Ride On - (Original)
    Origin: 2005 -- Sonic Rush (DS)
     This is the background music for Sonic's "Leaf Storm" stage in Sonic Rush, 
     a jamming rock tune, typical of Sonic's style.
    
    HIS WORLD (Instrumental) - (Original)
    Origin: 2006 -- Sonic the Hedgehog (2006) (360/PS3)
     This is the main theme of the aforementioned game, designed by the band 
     Zebrahead.  The instrumental version (naturally) removes the lyrics and 
     melody for a more subdued version.
    
    Seven Rings In Hand - (Original)
    Origin: 2007 -- Sonic and the Secret Rings (Wii)
     This is the main theme of Sonic and the Secret Rings, which is heard while 
     battling the final boss, but also on the menu and results screen.
    
    =============
    8V. Fanfare =
    =============
    
    In case you're wondering, you can hear these in the Sound Test, under Sound 
    Effects.  They're the last category.
    
    1) Mario, Luigi, Bowser, Peach
    Origin: 1985 -- Super Mario Bros. (NES)
     This is the theme that played in Super Mario Bros. when your character 
     reached the flagpole at the end of the stage.
    
    2) Donkey Kong, Diddy Kong
    Origin: 1994 -- Donkey Kong Country (SNES)
     This jingle played once DK or Diddy completed a bonus stage or beat a boss.
    
    3) Link, Zelda, Shiek, Ganondorf, Toon Link
    Origin: 1987 -- The Legend of Zelda (NES)
     Once Link grabbed a piece of the Triforce of Wisdom, this little tune played.
    
    4) Samus, Zero Suit Samus
    Origin: 1986 -- Metroid (NES)
     This soft theme played whenever Samus found a new item, and has stayed with 
     her all throughout the series.
    
    5) Yoshi
    Origin: 1998 -- Yoshi's Story (N64)
     This is a small combination of the opening title theme to Yoshi's Story, as 
     well as the quick jingle that plays when you complete a level.
    
    6) Kirby, King Dedede
    Origin: 1992 -- Kirby's Dream Land (GB)
     Once Kirby completed a level, he'd split into three guys and do a little 
     jig.  This is the short version of the tune that played over that jig.
    
    7) Fox, Falco, Wolf
    Origin: 1997 -- Star Fox 64 (N64)
     This is a short version of the Star Fox 64 title theme.
    
    8) Pikachu, Pokémon Trainer, Jigglypuff, Lucario
    Origin: 1998 -- Pokémon Red/Blue (GB)
     This is a short version of the title theme for the original Pokémon games.
    
    9) Captain Falcon
    Origin: 2003 -- F-Zero GX (GCN)
     This is the quick tune that plays when you come in first in F-Zero GX.
    
    10) Ness, Lucas
    Origin: 1989 -- Mother (Famicom) Japan Only
     This is a short passage that plays on the title screen of the original Mother.
    
    11) Ice Climbers
    Origin: 1984 -- Ice Climber (Arcade)  
     This quick little ditty plays once you complete a level by grabbing the 
     condor in Ice Climber.
    
    12) Marth, Ike
    Origin: 1990 -- Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (Famicom) 
      Japan Only
     This is a variation on the main Fire Emblem theme, heard on the title screen.
    
    13) Mr. Game & Watch
    Origin: Game & Watch Series
     While this is an original composition (like Flat Zone), the background uses 
     G&W sounds underneath the melody.
    
    14) Wario
    Origin: WarioWare Series
     Although this is really tough to pin down, some think it might be a jingle 
     related to the music that plays between microgames.
    
    15) Meta Knight
    Origin: 1992 -- Kirby's Dream Land (GB)
     A rock version of the same melody that Kirby gets.
    
    16) Pit
    Origin: 1987 -- Kid Icarus (NES)
     This is a quick fanfare based on the title screen theme of Kid Icarus.
    
    17) Olimar
    Origin: 2001 - Pikmin (GCN)
     A quick passage from the title screen of Pikmin.
    
    18) R.O.B.
    Origin: 1985 -- Gyromite (NES)
     This is a jingle based on the title screen of Gyromite.
    
    19) Snake
    Origin: 1998 - Metal Gear Solid (PS1)
     While odd for a victory jingle, this probably is the most recognizable 
     Snake tune, since it's the fanfare that plays when Snake dies.  That said, 
     this is part of the original Metal Gear Solid theme, too.
    
    20) Sonic
    Origin: 1994 -- Sonic the Hedgehog 3 (GEN)
     This is the victory jingle that plays once Sonic completes a level in Sonic 
     the Hedgehog 3.
    
    ******************************************************************************
    9. STANDARD GUIDE STUFF
    ******************************************************************************
    ===========
    9A. Legal =
    ===========
    
    This FAQ was made 100% by me, and is Copyright © 2008 Scott "CyricZ" 
    Zdankiewicz.  You may not take it in whole or in part and claim it as your 
    own.  You may not alter it in any way, even if you ask me first, and that 
    includes putting it in HTML format.  Please don’t post this on your site 
    unless you have express consent by me.  I’ve put a lot of time into this.  
    Give me some credit.
    
    Super Smash Bros. and all its characters are copyright Nintendo Co., Ltd.  
    Snake and Metal Gear are copyright Konami Digital Entertainment.  Sonic and 
    related characters are copyright Sega Co., Ltd.
    
    Currently, the following sites have permission to post my FAQ:
    
    www.gamefaqs.com
    www.gamewinners.com
    www.ign.com
    www.cheatcc.com
    www.cheatplanet.com
    www.neoseeker.com
    
    I don't plan on adding any more sites, really.  You can ask all you want, but 
    you'd seriously have to wow me if you plan to get on a level that surpasses 
    these long-established sites.
    
    =======================
    9B. E-mail Guidelines =
    =======================
    
    If you wish to e-mail me, be sure to follow these guidelines:
    
    - I will NOT tell you how to unlock or beat anything, so don't ask.
    - Make ABSOLUTELY sure I haven't already answered your question in the guide.
    - Make sure it has something to do with Brawl.  I don't want spam, chain 
    letters, offers for friendship.  Compliment me on the FAQ all you want, 
    though.
    - Make sure you specify that your e-mail is about the Brawl version of my 
    Nostalgia guides.  I have one for Melee, too.
    - Spell correctly and use proper grammar, please.  If I can't understand 
    your e-mail, it'll go to the junk pile.
    
    =============
    9C. Credits =
    =============
    
    CJayC, SBAllen, and all webmasters, for having this on their sites.
    
    The following people for additions, addendums, or corrections: Mike P, 
     Sorround2002, Neophos, TheMusrich888, dualteradyne, Chicobo329, TJ Cencula, 
     thanos6, simplyizzy, DeuxHero, lpfanatic23, ascensionday, yuchun722, 
     Erraticus, Evan George, Nathan Smith
    
    Nintendo, Sega, Konami, and especially Masahiro Sakurai, for bringing us 
    this game.
    
    =====================
    9D. Version Updates =
    =====================
    
    Version 0.4 - (3/10/2008) - Character Bios and Normal Items are all that's
     really "complete".  Everything else is still a work in progress.
    
    Version 0.5 - (3/17/2008) - Okay, a few additions, but not a heck of a lot.  
     Mostly, this update is in place to quell some of the more vocal criticisms.
    
    Version 0.7 - (4/9/2008) - No, I haven't lost interest!  I'm just really busy, 
     not only with life, but also trying to actually play Brawl to get everything 
     done.  All Items are finished.  Subspace Emissary and Stages are also taken 
     care of.
    
    Version 0.9 - (5/16/2008) - Wow, I am SO SO sorry that I haven't been keeping 
     up with this.  Other games invaded my life and slowed down my progress.  I'm 
     still going to finish this, though, but I've opened up to anyone who wants to 
     help.
    
    Version 1.0 - (12/7/2008) - No way!  He FINISHED?  Well, more or less.  I 
     kinda cut some music descriptions short (particularly those I wasn't very 
     familiar with myself), but this should be more or less complete.  I'll still 
     take submissions, of course.  Thanks to everyone who contributed!
    
    ====================
    9E. The Final Word =
    ====================
    
    So, another iteration of Smash Bros. comes and goes, celebrating the 
    awesomeness that is Nintendo, and the efforts they're willing to go to make 
    their fans happy.  I gotta say, thanks so much to Masahiro Sakurai for 
    coming back to put this game together.
    
    And thank you for reading!