==============================================================================
Music Guide
for Super Smash Bros. Brawl
by BlackIce27
==============================================================================

!!IMPORTANT!!
Use CTRL+F (Cmd+F or Apple+F for Mac users) to easily find what you're looking
for! Want to know how to unlock a specific song? Use the search function!
!!IMPORTANT!!

!!ALSO IMPORTANT!!
Check the Version History to see what new stuff has been added in this update!
!!ALSO IMPORTANT!!

___________________
Table of Contents
-------------------
I. Introduction
II. Version History
III. FAQs
IV. Information
V. Music
  -Super Smash Bros. Brawl
  -Super Smash Bros.
  -Super Mario Bros.
  -Mario Kart
  -Donkey Kong
  -The Legend of Zelda
  -Metroid
  -Yoshi's Island
  -Kirby
  -Star Fox
  -Pokémon
  -F-Zero
  -EarthBound (Mother)
  -Fire Emblem
  -Kid Icarus
  -WarioWare, Inc.
  -Pikmin
  -Animal Crossing
  -Nintendo
  -Metal Gear
  -SONIC THE HEDGEHOG
  -Victory Themes
VI. My Music Listings
VII. Audio Rip Listings
VIII. Quick Guide to Unlockables
    -Game Mode Clear
    -Challenges
    -Random Drops
    -Stage Unlocks
IX. Not In The Sound Test!
X. The Cut Tracks
XI. Credits
XII. Contact and Copyright Info
______________________________________________________________________________
                             |I. Introduction|
                              ---------------
This FAQ is a guide dedicated to the game's amazing soundtrack. With over 250+
pieces of music selected by and rearranged by well-known musicians from
Nintendo, Konami, and SEGA, the soundtrack to Brawl is definitely one of its
biggest and best features available in-game. I wrote this FAQ in the hopes
that music junkies like me can refer to this guide to learn more about their
favorite tunes such as its origins, the musical instruments used, and much
more. Enjoy!
______________________________________________________________________________
                           |II. Version History|
                            -------------------
Version 1.0 (Started at 10:54 PM 3/22/2008, Finished at 12:55 PM 7/21/2008)
-My sincerest apologies at the long interval in updates. I'll be able to work
 on this more that I'm currently on summer break.
-Added two new sections, VII. Audio Rip Listings and X. The Cut Tracks, though
 the latter is currently under construction.
-Updated FAQ
-Did I mention that ALL of the game's main music has been covered? That's
 right!


Version 0.8 (Started at 5:12 PM 3/20/2008, Finished at 10:41 AM 3/22/2008)
-Yeah, this release was intended to answer some more questions about CDs. It's
 a bit rushed, as you can probably spot some empty info in some songs. Don't
 worry, I'm still working on those!
-Many thanks goes out to the individuals who helped me by correcting the info
 on certain tracks and their contributions!
-Added new section, VII. Quick Guide to Unlockables. Having problems locating
 a song? Go to the section, please!
-Added new section, VIII. Not In The Sound Test!
-Added new questions to the FAQ. Read it, please!


Version 0.5 (Started at 11:28 PM 2/15/2008, Finished at 4:26 PM 3/19/2008)
-First release, though it's a bit bare, I'll admit.
-At the moment, this guide shows how to unlock the numerous CDs in the game.
______________________________________________________________________________
                                |III. FAQs|
                                 ---------

Q: How many songs are there?

A: Exactly 258 tracks in the Sound Test, and there's also several tracks that
   can only be heard on special occasions...


Q: How do you unlock more songs?

A: You can fulfill certain requirements to unlock certain CDs, and you can
   encounter them during various modes of gameplay, such as through playing
   The Subspace Emissary or even in regular Brawls.


Q: How many CDs are there to collect?

A: 133 CDs from doing Challenges, obtaining randomly dropped CDs, unlocking
   stages, and clearing The Subspace Emissary and All-Star Mode. That's a lot!


Q: Any faster way to obtain random CDs?

A: Create a CD Factory stage, and use it with all other items off except for
   Sandbag, and should be set on High. The idea here is that the stage should
   have conveyor belts that move the Sandbags towards you and that you attack
   it with attacks that deal multiple hits. Since all other items are turned
   off, stickers and CDs come out more often.

   You must first unlock Edit Parts B by creating at least 5 stages in Stage
   Builder. With these new parts, create a stage using the following layout:

   (note that this is just a sample layout; I highly suggest searching for
    "CD Factory" in YouTube for more videos of different layouts)

   BB1   2            Key:
   BBCCCCCCCCC        B - Block
      <-------        C - Conveyer Belt
      (must be        1 - Player 1
       moving in      2 - Player 2
       this direction)

   If you want things to speed up a bit, consider going into Special Brawl,
   and do a Special Brawl with a Heavy FAST Brawl setting. For your character,
   consider using someone with powerful A attacks such as Bowser and a heavy
   character for the second player (which must not be a computer character).
   The Sandbags as well as the second player will move towards you, but with
   constantly pressing the attack button, not only will you deal damage to
   the Sandbags, but you'll also pick up CDs.


Q: I have [insert number of songs], and I can't seem to find any more CDs. How
   can I get more?

A: Make sure you at least finish The Subspace Emissary and All-Star modes to
   acquire certain CDs that you normally wouldn't find as a random drop or via
   the Challenges. Unlock all the stages and characters as well, as there are
   random CDs that won't appear unless you've unlocked a certain stage.


Q: I'm sure I collected at least ten CDs in my CD Factory, but I only got two
   or so new songs! Why is this?

A: I can answer this question with two explanations, both from e-mails:

   (Part I)
   See the previous question. This has happened to me too, actually. I had
   barely unlocked Spear Pillar and I decided to hunt CDs, but I only ended up
   unlocking Team Galactic Battle! and Route 209, despite collecting 7 CDs or
   so. Once I unlocked more stages, more CDs appeared and gave me new tracks.

   You can't get duplicates either. My reasoning? Think about it, the game can
   still drop CDs, but based on how much you've unlocked, the game will only
   award you with only a few songs or so despite collecting as many as you
   think you did. So get to unlocking stuff for a while!

   (Part II)
   This might be a glitch on Nintendo's part, as I've also heard reports like
   these from others on the SSBB General Board at GameFAQs. While many will
   probably tell you that the CDs are duplicates, I don't see the reasoning
   behind that guess.

   When going into a Brawl, the game continues to spawn CDs as many times as
   it can get from the random factor in item spawning, but since you have a
   certain amount unlocked, the game will only add a certain amount of new
   songs to your collection.

   To put it in another explanation, think of it as this: when you enter a
   Brawl, the game takes a "snapshot" of how much have you unlocked so far.
   The random factor in spawning CDs will continue to spawn, and the
   "snapshot" will resume after the Brawl is over and will add the number of
   songs that you can possibly unlock through picking up those random drops.

   If you really think that you've collected all of the random CD drops, I
   suggest that like I wrote in Part I, try doing Challenges.


Q: What about CDs that appear during Wifi play?

A: Since different users most likely have a different amount of songs in their
   Sound Test, picking up a CD in online play may or may not add a new song in
   your collection. If you really want to annoy a CD collector when you have
   all of the songs yourself, you can pick up the CD, denying them the chance
   to add a new CD to their collection.


Q: What happens when computer opponents pick up CDs?

A: Then the CD is not added to your collection.


Q: I picked up a CD when the match was over during the slow-down part. How
   come it didn't add a new song?

A: According to Black_Knight, picking up a song at that point in the match
   WILL NOT add a new song to your collection.


Q: Can you take a song from another stage and put it in a stage of your
   choice? (i.e., Meta-Knight's Revenge playing in Green Greens)

A: Unfortunately, no, you can't. Songs are limited to their stage's My Music
   selection. Songs that are only found in modes such as The Subspace Emissary
   can only be found there.

   ...You could try using a song for a custom stage built in the Stage Builder
   feature however. =)


Q: Can you put your own music in this game, like you could in Excite Truck?

A: No, you can't.


Q: Where's the section on Electroplankton?

A: Strangely enough, Hanenbow does not have a My Music, despite having an
   ambience track in the audio rip. Not that it needs one anyway, for those of
   you who have played the game. =)


Q: What's the matter with you liking [insert song name here]?

A: There's something about it that I found to be interesting, catchy, or a
   combination of the two. In case you didn't know, everybody's entitled to
   their opinion. My apologies if I may sound a bit biased in some of the
   descriptions.


Q: Your favorite track/s?

A: Haha, it would be all of them. But if I had to choose five in no particular
   order:

   -"Bramble Blast"
   -"Norfair"
   -"Corneria"
   -"Tunnel Scene (X)"
   -"MGS4 ~Theme of Love~ Smash Bros. Brawl Version"


Q: My question's not here! How can I ask you?

A: Drop me a line at my e-mail address, and I'll gladly hear you out and
   answer your question to the best of my ability.
______________________________________________________________________________
                             |IV. Information|
                              ---------------

------------------
About Sound Test:
------------------
The Sound Test feature is most likely familiar to most gamers. It's basically
a neat (usually hidden) feature in most games where you can listen to the
game's entire soundtrack. In Super Smash Bros. Brawl, this feature is already
unlocked unlike its predecessors and can be accessed under Data from the main
menu, as well as from Sound which is under Options in the main menu.

Here, you can listen to ALL of the in-game music and sound effects, with many
more to be unlocked via the CDs you collect during gameplay. Sound Test
controls are also quite simple; you can listen to a particular track under its
respective series, and you can play, pause, fade out, and choose another
track. Simple, right?

The Sound Test feature also includes individual song information and credits
such as composers and copyright information. The little number on the right-
hand side of the screen also denote the number of songs that are available for
playback. 125 is the default number when you first start up the game.

----------------
About My Music:
----------------
Also under Options is the My Music feature. If you've played Melee, you'll
find this to be quite interesting, as you can set the likelihood of a certain
song being heard more often when you select a stage. No more of those stages
that only have one alternate stage music (i.e., Hyrule: Temple with the Fire
Emblem arrangement), you can now set the random chances for more than just
two songs. You can adjust the sliders to set the likelihood of a particular
song playing and even preview them as well. Check VI. My Music Listings to see
what stages contain what music.

-----------
About CDs:
-----------
CDs are well...CDs! These little items must be picked up when you see one in
the game to be able to add a song to your Sound Test and become available for
use in My Music on a given stage. These can disappear within 4-5 seconds when
one spawns on the stage, so keep a look-out for them!

CDs can be picked up in numerous ways. You can usually pick them up during
regular gameplay when it spawns. CDs can spawn in these places:

(thanks goes to Black_Knight and Mike Biggie for the info!)

-During a Brawl
-An item box in The Subspace Emissary
-Containers (i.e., Crates, Barrels, etc.)
-Encountering Mew (but when you have ALL of the songs unlocked, Mew simply
                   drops a sticker)
-Sandbag (the main force behind CD Factories)
-Winning the Bonuses in Wi-Fi Spectator Mode

CDs can also be acquired through Challenges, so head to VIII. Quick Guide To
Unlockables, under the Challenges section to see the different challenges that
must be cleared in order to unlock a specific CD.
______________________________________________________________________________
                                  |V. Music|
                                   --------
This section contains information on the different tracks, sorted in groups as
they are in the Sound Test mode.

========================
Super Smash Bros. Brawl
========================
Super Smash Bros. Brawl Main Theme
Composition Supervisor: Nobuo Uematsu
Arrangement Supervisor: Shogo Sakai
Lyrics Supervisor: Masahiro Sakurai / Lyrics Translaton: Taro Yamashita
Soprano: Oriko Takahashi / Tenor: Ken Nishikiori
Source: Original
Plays in: Intro sequence

This is the full main theme that plays during the introduction.

Lyrics (Latin original):
Audi famam illius.
Solus in hostes ruit
et patriam servavit.

Audi famam illius.
Cucurrit quaeque tetigit destruens.

Audi famam illius.
Audi famam illius.

Spes omnibus, mihi quoque.
Terror omnibus, mihi quoque.

Ille
iuxta me.

Ille iuxta me.
Socii sunt mihi.
qui olim viri fortes
rivalesque erant.

Saeve certando pugnandoque
sprendor crescit.

Lyrics (English Nintendo translation):
I've heard legends of that person.
How he plunged into enemy territory
How he saved his homeland.

I've heard legends of that person.
How he traveled the breadth of the land, reducing all he touched to rubble.

I've heard legends of that person.
I've heard legends of that person.

Revered by many--I too, revere him.
Feared by many--I too, fear him.

Now that person
Stands at my side.

Now that person stands at my side.
Now my friends are with me.
Some of them were once heroes
Some, my mortal enemies.

And as we face each other in battle, locked in combat
We shine ever brighter.

Lyrics (English translation by Grace Cichy. Thanks!!):
I have heard the rumor of that person
Alone, he rushed into enemies
And saved the fatherland
 
I have heard the rumor of that person
He ran, defiling the things which he touched
I have heard the rumor of that person
 
I have heard the rumor of that person
The hope to all, also to me
The terror to all, also to me
 
That person [is] close by me
That person [is] close by me
 
The comrades are to me
Who used to be courageous men
And rivals
 
Violently, by struggling and by fighting,
Brilliance springs forth
___________________________________
Menu 1
Source: Original
Plays in: Menu

This is the main menu theme of Brawl, which is basically another arrangement
of the main menu. This track happens to be created in a style similar to
that of Melee's Menu 1 as well; an intense piece with the purpose of getting
you to prepare yourself for the upcoming brawl.
___________________________________
Menu 2
Source: Super Smash Bros. Melee
Plays in: Menu
Unlock: Unlock all playable characters.

A well-done arrangement of the Menu 2 track from Melee. This track retains
most of the fresh new sound that it gave to the Main Menu, relying on brass,
winds, drumset, guitars, concert percussion, strings, and more! Definitely
something to listen to should you get tired of hearing Menu 1. ;)
___________________________________
Battlefield
Source: Original
Plays in: Battlefield

An original track. This is another arrangement of the Brawl main theme, but
fast-paced with the idea to suit intense battles on this stage.
___________________________________
Battlefield Ver. 2
Source: Original
Plays in: Battlefield

Another arrangement of the Brawl main theme, played by acoustic and electric
guitar, flute, and a drum machine to keep the beat. This is basically a
variation of the Brawl Battlefield track, hence, Ver. 2.
___________________________________
Final Destination
Source: Original
Plays in: Final Destination

An original track. A fast-paced arrangement of the Brawl main theme that
includes male vocals of the lyrics to the main theme. Heavy strings drive the
piece, along with electric guitar, synths, and piano. One of my personal
favorites.
___________________________________
Online Practice Stage
Source: Original
Plays in: Wi-fi Mode Waiting Area

This original track is an arrangement of the main theme. Set to acoustic
guitars and some...unique percussion, it's the perfect battle theme when
facing off against a Sandbag.
___________________________________
Results Display Screen
Source: Original
Plays in: After Brawl character victory theme

Strings, piano, brass, and percussion are behind this original piece. This is
basically a unique composition for analyzing results after battles.
___________________________________
Tournament Registration
Source: Original
Plays in: Tournament Set-Up Screen

A nice mix of calm and strong tones set the mood for this original piece.
Light-hearted winds and drums are balanced against driving strings that serve
to welcome you to this mode.
___________________________________
Tournament Grid
Source: Super Smash Bros. Melee
Plays in: Tournament Bracket Screen

No changes have been made in the transition to Brawl. This track is taken from
the "Tournament 1" track in Melee.
___________________________________
Tournament Match End
Source: Original
Plays in: End of Tournament

This is essentially the same as Tournament Registration, except the strings
have been removed, and acoustic guitars make several entrances as well, all to
show that a winner has been decided.
___________________________________
Classic: Results Screen
Source: Original
Plays in: Results screen for Classic

A faster version of the Brawl: Results Screen, featuring accenting brass, fast
drums, and driving strings.
___________________________________
All-Star Rest Area
Source: Original
Plays in: Rest area for All-Star mode and Boss Battles mode
Unlock: Clear All-Star mode.

This is a calm arrangement of the main theme, calling upon soft strings,
atmospheric synths, a lightly-played drumset, and auxillary percussion. This
track definitely prompts the player to prepare themselves for the next
opponent.
___________________________________
Home-Run Contest
Source: Super Smash Bros. Melee
Plays in: Home-Run Contest

A short tune that is taken from the main theme of Super Smash Bros., though
I'm guessing more from the "Final Destination" track in Melee. Note that as
the timer runs down, the tempo of the piece speeds up to prompt you to do the
same as well.
___________________________________
Boss Battle
Source: Super Smash Bros. Melee
Plays in: Boss Battle mode, during a fight with all bosses except Master Hand,
          Crazy Hand, and Tabuu
Unlock: Clear The Subspace Emissary.

This is an arrangement of Melee's menu theme, mainly driven by strong,
accenting brass and strings, and equally strong percussion and winds that all
blend perfectly while engaging the current boss in battle.
___________________________________
Trophy Gallery
Source: Original
Plays in: Trophy Gallery mode

A soft, lounge-like arrangement of the main theme, featuring piano, acoustic
guitar, drums, and flute suited perfectly for looking over your trophy
collection.
___________________________________
Sticker Album / Album / Chronicle
Source: Original
Plays in: Sticker Album and Chronicle modes

What sounds like a classical arrangement of the main theme in the first few
seconds immediately switches to an upbeat arrangement that features synths,
guitars, and auxillary percussion.
___________________________________
Coin Launcher
Source: Original
Plays in: Coin Launcher mode

This...I don't know how to quite exactly describe this, but this is another
arrangement of the main theme that fits so well while you're playing with
the Coin Launcher feature. Synths are the main driving force here.
___________________________________
Stage Builder
Source: Original
Plays in: Stage Builder Mode

Staccatoed strings, and a march-style percussion feature make way for a simple
clarinet rendition of the main theme, which then flourishes as strings are
added, the brass crescendos, all ending with a loud accent...to only loop back
to the quiet beginning.
___________________________________
Target Smash!!
Source: Original
Plays in: Break The Targets!

If there was ever a situation where you would have to be running around
frantically in search of something, then this song should fit that situation.
Mallet percussion is relied upon heavily in this chaotic arrangement of the
main theme, along with strings, brass, and strong timpani.
___________________________________
Adventure Map
Source: Original
Plays in: Map theme for The Subspace Emissary

This theme conveys the sense of preparing one's self for the battle ahead.
Strings that accent along with snare drums support the low brass that play a
section of the main theme, with a cymbal roll that leads back into the start
of the piece.
___________________________________
Step: The Plain
Source: Original
Plays in: The Subspace Emissary, The Plain area

A cymbal roll starts off this piece, which is another rendition of the main
theme, but with a feel for open-ended exploration (not quite as such in the
game). Numerous instruments make up this piece, including what sounds like a
pan flute playing the main melody in the beginning before switching over to
piano. Acoustic guitar and possibly floor toms and a bass drum along with
other effects from synths and the sound of wind blowing are what support this
piece. Horns can also be heard in the latter part of the piece as well.
___________________________________
Step: The Cave
Source: Original
Plays in: The Subspace Emissary, last area of The Lake Shore area

Talk about creepy! Yet another rendition of the main theme, which doesn't
quite appear until much later in the piece itself. Dark, sweeping strings open
up this piece and becomes supported by an off-tempo beat from a drumset.
Numerous other effects are added, and a harp joins in to the piece itself just
before a flute plays a more...solemn rendition of a part in the main theme
before it loops back to the beginning.
___________________________________
Step: Subspace
Source: Original
Plays in: The Subspace Emissary, Entering Subspace area
Unlock: Clear The Subspace Emissary.

A cymbal roll opens up the piece into a very dark-sounding piece supported by
a drum sequence that is similar to the style of drum'n'bass music. Dark
strings play a part of the main theme before it flourishes into even more
chaos, with what sounds like synths to emphasize the mood. The piece then
quiets down, removing drums and setting a reprieve before the loop takes the
piece back to its dark beginnings.
___________________________________
Step: Subspace Ver.2
Source: Original
Plays in: The Subspace Emissary, Subspace area
Unlock: Clear The Subspace Emissary.

This is a variation of Step: Subspace, but brings out the drum'n'bass feel
even more now. The main theme melody is now played at a lower pitch, and most
of the chaotic sounds found in Step: Subspace are still present. Overall, this
is probably a half-step or even a full step lower than the pitch found in
Step: Subspace.
___________________________________
Step: Subspace Ver.3
Source: Original
Plays in: The Subspace Emissary, the area before the final boss battle
Unlock: Clear The Subspace Emissary.

This is the final variation of Step: Subspace, and the dreary opening portions
of this piece are highly representative of the feel of where your character is
located in: none other than the final door to the final boss of the game. This
piece is structured in the same way as the other two Step: Subspace versions,
and combines elements of both versions, set to a more active-sounding
drum'n'bass sequence in the background.
___________________________________
Boss Battle Song 1
Source: Original
Plays in: The Subspace Emissary, Galleom and Duon battles

Fierce drums kick off this piece right at the start, paving way to the full
ensemble playing the main theme at a loud volume level (possibly a fortissimo)
and accompanied at certain points by electric guitar. The melody does then
switch over to electric guitar briefly, and the piece quiets down somewhat to
hand the melody over to organ. Cymbal hits kick the piece back to the
beginning shortly after. This indeed is one hell of a boss battle theme.
___________________________________
Boss Battle Song 2
Source: Original
Plays in: The Subspace Emissary, final boss battle
Unlock: Clear The Subspace Emissary.

From what sounds like a slow beginning featuring electric guitar quickly
changes into something that sounds like speed metal fused with some pretty
trippy-sounding electronica (no, not like Dragonforce). Oddly enough, it does
its job of setting the correct mood for this particular boss fight: something
you just want to finish and get done with. Not that the fight itself wasn't
great or anything, because I actually enjoyed the fight; but I digress. After
that fast-paced section, organ appears and plays a small Castlevania-esque
part before looping to the start of the piece.
___________________________________
Save Point
Source: Original
Plays in: The Subspace Emissary, save area in The Great Maze area

As you can see, you are isolated from the Subspace area while you're in that
save point. A distant-sounding arrangement of the main theme plays amidst
effects that sound like howling winds, giving you a short reprieve from the
so-called dangers of the area.
___________________________________
Credits
Source: Super Smash Bros. Series
Plays in: The Subspace Emissary, credits sequence
Unlock: Clear The Subspace Emissary.

A horn fanfare starts off this piece, leading into the opening measures of the
credits sequence from Super Smash Bros., then changes tempo to lead the way
into an arrangement of Menu 1 from Super Smash Bros. Melee, complete with
lower-sounding horns. The piece quiets down to a piano playing part of the
introduction sequence from the same game. Not long after that, a flute comes
in and beautifully plays a portion of the main theme before it flourishes into
a slow march-like arrangement of the main theme. The whole piece swells up in
the end...and ends with an accent before returning to the start of the piece.
___________________________________

==================
Super Smash Bros.
==================
Menu (Super Smash Bros. Melee)
Arrangement Supervisor: Motoi Sakuraba
Source: Super Smash Bros. Melee
Plays in: Battlefield

This is a new arrangement of the menu theme from Melee. The melody has been
slightly altered a few seconds into the piece, and in other places as well.
Deep brass and strings drive this piece beautifully.
___________________________________
Credits (Super Smash Bros.)
Arrangement Supervisor: Yuusuke Takahama
Source: Super Smash Bros.
Plays in: Final Destination
Unlock: Clear Classic on Hard difficulty.

This is an arrangement of the theme that plays during the credits for Super
Smash Bros that has a more richer sound than its original composition on the
N64, which is understandable, given the technology we have today. With a
techno-feel to it, not much has been changed melodically, but the instruments
used here have the sound that provides a more lively feel.
___________________________________
Opening (Super Smash Bros. Melee)
Arrangement Supervisor: Kentaro Ishizaka
Source: Super Smash Bros. Melee
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of the opening sequence to Super Smash Bros. Melee.
Brass and strong percussion lead the way during the first part, but then
switches over to winds and strings for the night time portion of the intro.
The theme then switches back to brass and percussion to finish off the last
part before looping back to the beginning.
___________________________________
Princess Peach's Castle (Melee)
Source: Super Smash Bros. Melee
Plays in: Rainbow Cruise
Unlock: Unlock all Melee stages.

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the overworld and underground levels of Super Mario
Bros.
___________________________________
Rainbow Cruise (Melee)
Source: Super Smash Bros. Melee
Plays in: Rainbow Cruise

The banjo is much more pronounced in this arrangement and the strings that
play the underwater theme from Super Mario Bros. has been toned down in terms
of volume/dynamic level. This piece consists of the Rainbow Ride course in
Super Mario 64 and the underwater theme from Super Mario Bros.
___________________________________
Kong Jungle (Melee)
Source: Super Smash Bros. Melee
Plays in: Jungle Japes
Unlock: Obtain a CD through normal gameplay. You must first unlock the Jungle
        Japes stage to have this CD appear through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the DK Rap from Donkey Kong 64.

Lyrics:
H-h-here we go!

So they're finally here, performin' for you,
if you know the words you can join in, too.
Put your hands together, if you want to clap,
as we take you through this monkey rap!

Huh! DK! Donkey Kong!

He's the leader of the bunch, you know him well.
He's finally back to kick some tail! (monkey screeching)
His coconut gun can fire in spurts,
if he shoots ya (screech), it's gonna hurt!
He's bigger, faster, and stronger, too,
he's the first member of the D.K. Crew!

Huh! DK! Donkey Kong!
DK! Donkey Kong is here!

This Kong's got style so listen up dudes,
she can shrink in size to suit her mood.
She's quick and nimble when she needs to be
she can float through the air and climb up trees.
If you choose her, you won't choose wrong,
with a skip and a hop she's one cool Kong!

Huh! DK! Donkey Kong!

He has no style, he has no grace,
this Kong has a funny face.
He can handstand, when he needs to,
and stretch his arms out just for you.
Can inflate himself just like a balloon,
this crazy Kong just digs this tune!

Huh! DK! Donkey Kong!
DK! Donkey Kong is here!

He's back again and about time too,
and this time he's in the mood!
He can fly real high with his jetpack on,
with his pistols out, he's one cool Kong.
He'll make you smile when he plays his tune,
But Kremlings beware, 'cause he's after you!

Huh! DK! Donkey Kong!

Finally, he's here for you,
it's the last member of the D.K. Crew.
This Kong's so strong it isn't funny,
can make a Kremling cry out for his mummy!
He can pick up a boulder with relative ease,
make crushing rocks seem such a breeze.
He may move slow, he can't jump high,
but this Kong's one heck of a guy!

Huh! Come on Cranky! Take it to the fridge!

Walnuts, peanuts, pineapple smells,
grapes, melons, oranges, and coconut shells!
___________________________________
Jungle Japes (Melee)
Source: Super Smash Bros. Melee
Plays in: Jungle Japes
Unlock: Play Melee stages 10 times.

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the Jungle Hijinxs BGM in Donkey Kong Country.
___________________________________
Temple (Melee)
Source: Super Smash Bros. Melee
Plays in: Temple

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the dungeon levels in Zelda II: The Adventure of Link.
___________________________________
Brinstar (Melee)
Source: Super Smash Bros. Melee
Plays in: Brinstar

No noticeable changes have been made in the transition to Brawl. This piece
is an arranged medley that consists of the BGM for the Brinstar area and the
the title screen theme from Metroid.
___________________________________
Brinstar Depths (Melee)
Source: Super Smash Bros. Melee
Plays in: Brinstar
Unlock: Obtain a CD through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the BGM for Kraid's area in Metroid.
___________________________________
Yoshi's Island (Melee)
Source: Super Smash Bros. Melee
Plays in: Yoshi's Island (Melee)

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the "obstacle course"-type levels in Super Mario World
such as Donut Plains 3.
___________________________________
Fountain of Dreams (Melee)
Source: Super Smash Bros. Melee
Plays in: Green Greens
Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
        Greens stage to have this CD appear through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This piece is
a slow orchestral arrangement of the first and third rounds of the Gourmet
Race game in Kirby Super Star.
___________________________________
Green Greens (Melee)
Source: Super Smash Bros. Melee
Plays in: Green Greens
Unlock: Use Kirby 20 times in brawls.

No noticeable changes have been made in the transition to Brawl. This piece is
an arranged version of the BGM for the Green Greens stage in Kirby's Dream
Land.
___________________________________
Corneria (Melee)
Source: Super Smash Bros. Melee
Plays in: Corneria

No changes have been made in the transition to Brawl. This piece is an
arranged medley of themes from Star Fox, which include the first part of
Venom, the main theme of Star Fox, and the Space Armada level.
___________________________________
Venom (Melee)
Source: Super Smash Bros. Melee
Plays in: Corneria
Unlock: Obtain a CD through normal gameplay.

No changes have been made in the transition to Brawl. This piece is an
arranged version of most of the opening intros to the levels in Star Fox 64,
most notably, for the Corneria level titled, "Enter Star Fox."
___________________________________
Pokémon Stadium (Melee)
Source: Super Smash Bros. Melee
Plays in: Pokémon Stadium
Unlock: Brawl on the Pokémon Stadium stage 10 times.

No changes have been made in the transition to Brawl. This piece is an
arranged medley that features both the opening and the title screen theme for
the first generation Pokémon games.
___________________________________
Poké Floats (Melee)
Source: Super Smash Bros. Melee
Plays in: Pokémon Stadium
Unlock: Obtain a CD through normal gameplay. You must first unlock the Pokémon
        Stadium stage to have this CD appear through normal gameplay.

No changes have been made in the transition to Brawl. This piece is an
arranged medley that consists of the trainer battle theme and the Gym Leader
battle theme of the first generation Pokémon games.
___________________________________
Mute City (Melee)
Source: Super Smash Bros. Melee
Plays in: Big Blue
Unlock: Obtain a CD through normal gameplay. You must first unlock the Big
        Blue stage to have this CD appear through normal gameplay.

No changes have been made in the transition to Brawl. This piece is an
arranged version of the BGM for the Mute City circuits in F-Zero, though the
arrangement itself sounds more similar to its F-Zero X arrangement.
___________________________________
Big Blue (Melee)
Source: Super Smash Bros. Melee
Plays in: Big Blue
Unlock: Use Captain Falcon 10 times in brawls.

No changes have been made in the transition to Brawl. This piece is an
arrangement of the BGM for the Big Blue circuits in F-Zero.
___________________________________
Mother (Melee)
Source: Super Smash Bros. Melee
Plays in: Onett

The mallet percussion part at the portion when the piece mellows down to the
Eight Melodies is now more pronounced from the Melee arrangement. Same goes
for the battle theme jingle. This piece is an arranged medley of various
various themes from Mother:

-"Bein' Friends," the field theme when Loid joins you.
-The complete eight melody song
-...and ending with the jingle when you encounter a fight.
___________________________________
Icicle Mountain (Melee)
Source: Super Smash Bros. Melee
Plays in: Summit
Unlock: Clear Classic on Normal difficulty.

The synths that played the title screen and bonus stage melody are now
similar to that of a low-sounding jazz organ, but the rest is still kept the
same from Melee's arrangement. This piece is a medley of the title screen and
bonus stage themes, as well as the main level theme from Ice Climber.
___________________________________
Flat Zone (Melee)
Source: Super Smash Bros. Melee
Plays in: Flat Zone 2
Unlock: Unlock Mr. Game & Watch.

No noticeable changes have been made in the transition to Brawl. This was an
original composition for Melee that included many beeps and other sound
effects from the Game And Watch games.
___________________________________
Super Mario Bros. 3 (Melee)
Source: Super Smash Bros. Melee
Plays in: Yoshi's Island
Unlock: Obtain a CD through normal gameplay.

The distortion on the guitar that plays the opening riff has been reduced in
intensity and volume. Everything else remains mostly unchanged, however. This
piece is a jazz arrangement of the BGM for stages such as World 1-1 in Super
Mario Bros. 3.
___________________________________
Battle Theme (Melee)
Source: Super Smash Bros. Melee
Plays in: Pokémon Stadium
Unlock: Brawl on the Pokémon Stadium 2 stage 10 times.

No noticeable changes have been made in the transition to Brawl. This is an
arranged medley that consists of the wild Pokémon battle theme, the Elite Four
battle theme, and the battle themes for Lance and Red in the second generation
Pokémon games.
___________________________________
Fire Emblem (Melee)
Source: Super Smash Bros. Melee
Plays in: Castle Siege

The bass guitar has become more pronounced in this arrangement, and the piano
solo has a sustain effect in place. This piece consists of the theme that
plays when you recruit a new character to your army (entitled "Together We
Ride!" in FE7), and the Fire Emblem main theme.
___________________________________
Mach Rider (Melee)
Source: Super Smash Bros. Melee
Plays in: Port Town Aero Dive
Unlock: Defeat 50 enemies in Endless Brawl.

No noticeable changes have been made in the transition to Brawl. This is an
arranged medley of several themes in Mach Rider including the title screen,
gameplay, and the game over themes.
___________________________________
Mother 2 (Melee)
Source: Super Smash Bros. Melee
Plays in: Onett
Unlock: Obtain a CD through normal gameplay.

No changes have been made in the transition to Brawl. This piece is an
arranged version of the field theme in Mother, before Loid joins you.
___________________________________
Dr. Mario (Melee)
Source: Super Smash Bros. Melee
Plays in: Pictochat

The instruments playing the main melody has been changed, and some of the
background instruments are now pronounced in this piece. This is an arranged
version of the Fever BGM from Dr. Mario.
___________________________________
Battlefield (Melee)
Source: Super Smash Bros. Melee
Plays in: Battlefield

In the change to Brawl, a noticeable difference here lies within the synths
that play the main melody. This was originally from the Battlefield and Race
to the Finish stages in Melee.
___________________________________
Menu (Melee)
Source: Super Smash Bros. Melee
Plays in: Menu
Unlock: Obtain a CD through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This is the
original menu theme entitled "Menu 1" for Melee.
___________________________________
Multi-Man Melee 1 (Melee)
Source: Super Smash Bros. Melee
Plays in: Battlefield
Unlock: Clear 100-Man Brawl in under 4 minutes.

No noticeable changes have been made in the transition to Brawl. This is taken
from Melee's Multi-Man Melee theme, which in turn is an arrangement of Melee's
main theme.
___________________________________
Final Destination (Melee)
Source: Super Smash Bros. Melee
Plays in: Final Destination
Unlock: Obtain a CD through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This is an
arranged version of the main theme to Super Smash Bros.
___________________________________
Giga Bowser (Melee)
Source: Super Smash Bros. Melee
Plays in: Final Destination
Unlock: Obtain a CD through normal gameplay.

No noticeable changes have been made in the transition to Brawl. This is an
arranged version of the Final Destination theme when battling Giga Bowser.
___________________________________
==================
Super Mario Bros.
==================
Delfino Plaza
Source: Super Mario Sunshine
Plays in: Delfino Plaza

This track is taken directly from the Delfino Plaza area in Super Mario
Sunshine. Though this is a direct rip, a drumbeat is added to the background
when the track loops, which was taken from whenever Mario is riding Yoshi. The
drumbeat disappears after the track loops and it reappears every other loop.

(thanks to Tom Malina and K2JMan for the info!)
___________________________________
Title/Ending (Super Mario World)
Arrangement Supervisor: Shota Kageyama
Source: Super Mario World
Plays in: Delfino Plaza

The title screen theme to Super Mario World plays first. The tempo slows down
a few before it begins to play the ending theme from the same game, complete
with accordion.
___________________________________
Main Theme (New Super Mario Bros.)
Arrangement Supervisor: Shogo Sakai
Source: New Super Mario Bros.
Unlock: Obtain a CD through normal gameplay.

This is the same as the overworld levels from New Super Mario Bros. on the DS,
but with more instruments added to make the sound feel more complete. An
acoustic guitar replaces the synths that played the main melody from the DS.
___________________________________
Ricco Harbor
Source: Super Mario Sunshine
Plays in: Delfino Plaza
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from Ricco Harbor in Super Mario Sunshine. This
track also includes the drumbeat that was mentioned in the Delfino Plaza
track.

(thanks to Tom Malina  and K2JMan for the info!)
___________________________________
Main Theme (Super Mario 64)
Source: Super Mario 64
Plays in: Delfino Plaza
Unlock: Play 50 hours of brawls.
        (This means to clock in at least 50 hours for either Vs. Play Time or
         Combined Vs. Play Time, which can be seen in Brawl Records under
         Data in the Main Menu)

This track is taken directly from the BGM for courses such as Bob-Omb
Battlefield in Super Mario 64. No changes have been made.
___________________________________
Ground Theme (Super Mario Bros.)
Arrangement Supervisor: Koji Kondo
Source: Super Mario Bros.
Plays in: Mushroomy Kingdom (Ground)

Piano and synths are what drives this almost lounge-like piece. This is
simply an arrangement of the original overworld theme from Super Mario Bros.
by the man himself, Koji Kondo.
___________________________________
Ground Theme 2 (Super Mario Bros.)
Arrangement: Masaaki Iwasaki
Source: Super Mario Bros.
Plays in: Mushroomy Kingdom (Ground)
Unlock: Obtain a CD through normal gameplay.

This has to be one of the strangest mixes I've heard thus far. The overworld
theme plays, followed by the underground, game over, and stage clear before
looping back.
___________________________________
Gritzy Desert
Arrangement Supervisor: Yoko Shimomura
Source: Mario & Luigi: Partners in Time
Plays in: Mushroomy Kingdom (Ground)

This arrangement retains most of the instruments used in the original
composition of the Gritzy Desert area. The few notable changes in this track
are that the sound has been made to have an echoing feel, and more percussion
has been added to this track.
___________________________________
Underground Theme (Super Mario Bros.)
Arrangement Supervisor: Kentaro Ishizaka
Source: Super Mario Bros.
Plays in: Mushroomy Kingdom (Underground)

The piece contains the original 8-bit track of the underground levels from
Super Mario Bros., set to a catchy house feel, along with what sounds like
dripping water.
___________________________________
Underwater Theme (Super Mario Bros.)
Arrangement Supervisor: Shogo Sakai
Source: Super Mario Bros.
Plays in: Mushroomy Kingdom (Underground)
Unlock: Brawl on the Mushroomy Kingdom stage 10 times.

The piece starts off with the original 8-bit track from the underwater levels
in Super Mario Bros., but then flourishes into a full-orchestrated arrangement
with strings and brass. A banjo and harmonica speed up the tempo, before
looping back to the 8-bit track.
___________________________________
Underground Theme (Super Mario Land)
Arrangement: Koji Hayama
Source: Super Mario Land
Plays in: Mushroomy Kingdom (Underground)
Unlock: Obtain a CD through normal gameplay.

This track is the underground/tomb levels from Super Mario Land on the Game
Boy. The track begins with the opening melody and then adds a drumset and
synths to give it a heavier feel. More effects such as echoes are added as the
piece continues on with more synths before it loops to the main portion.
___________________________________
Luigi's Mansion Theme
Arrangement Supervisor: Shogo Sakai
Source: Luigi's Mansion
Plays in: Luigi's Mansion
Unlock: Use Luigi 3 times in brawls.
        (Unlock Luigi's Mansion, it comes with the stage.)

A loud accent softly mellows down to some creepy-sounding mallet percussion
paves the way for this piece, an arrangement of the main theme for Luigi's
Mansion. Several other effects such as what sounds like a vocal choir that
sings the main theme itself are included. The overall atmosphere and feel of
the track itself, coupled with the smooth transition back to the beginning of
the piece makes this track one of the best in my book.
___________________________________
Castle / Boss Fortress (Super Mario World / SMB 3)
Arrangement Supervisor: Yusuke Takahama
Source: Super Mario World / Super Mario Bros. 3
Plays in: Luigi's Mansion
Unlock: Obtain a CD through normal gameplay. You must first unlock the Luigi's
        Mansion stage to have this CD appear through normal gameplay.

The first part of this piece is taken from the castle levels in Super Mario
World. The track has been rearranged into a more techno feel before switching
over to strings that then play the introductory melody to any Boom-Boom fight
in Super Mario Bros. 3, followed by more synths and a sped-up tempo before
looping back.
___________________________________
Airship Theme (Super Mario Bros. 3)
Arrangement: Motoi Sakuraba
Source: Super Mario Bros. 3
Plays in: Luigi's Mansion
Unlock: Use Luigi 3 times in brawls.
        (Unlock Luigi's Mansion, it comes with the stage.)

Timpani and heavy low brass starts off this track, which is taken from the
airship levels in Super Mario Bros. 3. The piece adds on drumset, and strings
that take over the melody. Synths then come in all over the place as the tempo
speeds up before looping back.
___________________________________
===========
Mario Kart
===========
Mario Circuit
Arrangement Supervisor: Yusuke Takahama
Source: Super Mario Kart
Plays in: Mario Circuit

An iconic Mario piece, if I do say so myself. Anyways, this is a new
arrangement of the Mario Circuit track BGM from Super Mario Kart. A new
section is added in the middle which includes effects such as the countdown
beeps. The last half of the main theme follows, and it loops back to the
beginning of the track.
___________________________________
Luigi Circuit
Arrangement Supervisor: Yasufumi Fukuda
Source: Mario Kart 64
Plays in: Mario Circuit

Lively, flourishing brass opens this track, taken from the Luigi Circuit in
Mario Kart 64. Electric guitar and drums accompany the synths that are playing
the main theme, and then breaks into an electric guitar solo that continues
into the main theme before it loops back.
___________________________________
Waluigi Pinball
Arrangement Supervisor: Kentaro Ishizaka
Source: Mario Kart DS
Plays in: Mario Circuit

This is a trance arrangement of the Waluigi Pinball BGM in Mario Kart DS. The
synths remain mostly unchanged from the DS, but there are new cartoony sound
effects added to the piece.
___________________________________
Rainbow Road
Source: Mario Kart: Double Dash!!
Plays in: Mario Circuit
Unlock: Obtain a CD through normal gameplay.

This track is directly taken from Rainbow Road in Mario Kart: Double Dash!! No
changes have been made.
___________________________________
============
Donkey Kong
============
Jungle Level Ver.2
Arrangement: Motoi Sakuraba
Source: Donkey Kong Country
Plays in: Rumble Falls

The track starts off with tribal chants and jungle noises, before the tempo
speeds up, adding keyboards along with it. The Jungle Hijinxs BGM plays with
keyboard accompanied by electric guitar and drums. As it changes into the
latter half of the piece, strings and low brass open, followed by the
the keyboard, drums, and guitar again before looping back.
___________________________________
Jungle Level
Arrangement Supervisor: Kentaro Ishizaka
Source: Donkey Kong Country
Plays in: Rumble Falls

Compared to Jungle Level Ver.2, this arrangement is actually more accurate-
sounding when compared to the original arrangement of the track. This track
utilizes rainforest sounds and heavy percussion, and of course, features the
familiar Jungle Hijinxs theme.
___________________________________
King K. Rool / Ship Deck 2
Arrangement Supervisor: Shogo Sakai
Source: Donkey Kong Country
Plays in: Rumble Falls

This is an arrangement of the King K. Rool final boss fight in Donkey Kong
Country. The piece starts off with the first part of the fight, but then adds
a drumset, electric guitar, bass, and different synths from the original
arrangement along with a pan flute for the last part of the fight before the
piece loops back to the beginning.
___________________________________
Bramble Blast
Arrangement Supervisor: Shogo Sakai
Source: Donkey Kong Country 2
Plays in: Rumble Falls
Unlock: Obtain a CD through normal gameplay.

Many will agree with me when I write that this track is one of the best tracks
in the game itself. This is an arrangement of the Bramble Blast BGM in Donkey
Kong Country 2: Diddy's Kong Quest. The track opens with staccatoed string
plucks, followed by an acoustic guitar that supports the staccato strings and
another acoustic guitar that plays the first part of the melody before
switching over to a violin solo. The piece then breaks into the latter parts
of the piece, with the drums setting a fast-paced tempo that blends perfectly
with the music. You've got to hear this for yourself.
___________________________________
Battle for Storm Hill
Source: Donkey Kong Jungle Beat
Plays in: Rumble Falls

This track is taken directly from the BGM for the Battle For Storm Hill stage
in Donkey Kong Jungle Beat. No changes have been made.
___________________________________
DK Jungle 1 Theme (Barrel Blast)
Source: Donkey Kong: Barrel Blast
Plays in: Rumble Falls

This track is taken directly from the BGM for the DK Jungle 1 track in Donkey
Kong: Barrel Blast. No changes have been made.
___________________________________
The Map Page / Bonus Level
Source: Donkey Kong Country
Plays in: Rumble Falls

This track is taken directly from the Map Screen, then leading into the Bonus
Level theme from Donkey Kong Country. No changes have been made.
___________________________________
Donkey Kong
Arrangement: Hirokazu Tanaka, ex
Source: Donkey Kong
Plays in: 75m
Unlock: Use Donkey Kong 20 times in brawls.

This is completely different from the previous track. The level start jingle
opens up the track, then becomes set to a hip-hop-esque beat with the original
8-bit track of the first level theme with effects such as stuttering the
track and mixing in the sound effects from the original game.
___________________________________
Opening (Donkey Kong)
Arrangement Supervisor: Shota Kageyama
Source: Donkey Kong
Plays in: 75m
Unlock: Use Donkey Kong 20 times in brawls.

The title screen theme plays first, followed by the mode selection jingle,
then into the first level theme, then with the hammer theme, before looping
back to the beginning.
___________________________________
25m BGM
Source: Donkey Kong
Plays in: 75m
Unlock: Use Donkey Kong 20 times in brawls.

This track is taken directly from the BGM of the 25m level from the original
Donkey Kong on the NES and arcade. No changes have been made, and yes, one can
easily say that it's easily repetitive.
___________________________________
====================
The Legend of Zelda
====================
Main Theme (The Legend of Zelda)
Arrangement Supervisor: Yuzo Koshiro
Source: The Legend of Zelda
Plays in: Bridge of Eldin

This is a new arrangement of the well-known main theme for The Legend of
Zelda. Everything you're most likely going to expect is here: a full ensemble
consisting of strings, brass, winds, and some strong percussion. A new
extended composition comes in at the latter half of this piece, incorporating
a trumpet solo, and a final crescendo that marks the end of the piece before
it loops to the very beginning of the track.
___________________________________
Ocarina of Time Medley
Arrangement Supervisor: Michiko Naruke
Source: The Legend of Zelda: Ocarina of Time
Plays in: Bridge of Eldin

This is a medley that comprises of several well-known ocarina tunes that were
acquired over the course of the original game on the N64. The following tunes
appear in order, then it loops back to the beginning of the track:

-Zelda's Lullaby
-Sun's Song
-Bolero of Fire (many thanks to Breen for pointing this out!)
-Song of Storms
-Epona's Song
-Song of Time
-Saria's Song
___________________________________
Title (The Legend of Zelda)
Arrangement Supervisor: Shogo Sakai
Source: The Legend of Zelda
Plays in: Bridge of Eldin
Unlock: Obtain a CD through normal gameplay.

This is a march-style arrangement of the title screen to the original The
Legend of Zelda game on the Famicom/NES/Famicom Disk System. A flourish that
includes a choir singing the first few notes of the theme switches over to
piano for a few moments, and then over to strings, and guitar that plays along
with the snare portion. Throughout the main melody itself, the choir returns
at several portions with strings now playing the overworld theme. The piece
suddenly quiets down as strings play the dungeon theme, only to switch over
to a dark-sounding organ before it loops to the beginning.
___________________________________
The Dark World
Arrangement Supervisor: Arata Iyoshi
Source: The Legend of Zelda: A Link to the Past
Plays in: Bridge of Eldin

The original composition has been given a more livelier feel in this new
arrangement of the overworld theme while in the Dark World. All the low brass
used in the original have been replaced with winds and strings, and are also
accompanied by an acoustic guitar and vox.
___________________________________
Hidden Mountain & Forest
Arrangement Supervisor: Shota Kageyama
Source: The Legend of Zelda: A Link to the Past
Plays in: Bridge of Eldin
Unlock: Clear the "Dark Link Duel" Event on Hard difficulty.
        (Do Event No.18 on Hard)

This is a really neat arrangement of the Death Mountain BGM and the Lost Woods
BGM in The Legend of Zelda: A Link to the Past. The piece makes use of strong
brass and strings in the first few opening notes and brilliantly switches over
to flute for the main portion of the melody and back to strings and piano
before it loops back to the brass and string opening. We also have acoustic
guitar supporting the piece as well as march-style percussion coupled with a
very audible vibraslap.
___________________________________
Hyrule Field Theme
Arrangement Supervisor: Yutaka Iraha
Source: The Legend of Zelda: Ocarina of Time
Plays in: Bridge of Eldin

While the composition is still the same as that of its original, the sound
feels more rich right from the opening chord. Strings and low brass become the
more pronounced sections of the piece, which give this track a deep, driving
sound. Percussion has also been livened up as well, adding timpani to the mix.
Definitely one of my favorites.
___________________________________
Main Theme (Twilight Princess)
Source: The Legend of Zelda: Twilight Princess
Plays in: Bridge of Eldin

This track is taken directly from the Hyrule Field area in The Legend of
Zelda: Twilight Princess. No changes have been made.
___________________________________
The Hidden Village
Source: The Legend of Zelda: Twilight Princess
Plays in: Bridge of Eldin
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the Hidden Village area in The Legend of
Zelda: Twilight Princess. No changes have been made.
___________________________________
Midna's Lament
Source: The Legend of Zelda: Twilight Princess
Plays in: Bridge of Eldin
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the theme that plays when you try to save
Midna after the boss battle with Morpheel and the cutscene that follows. No
changes have been made.
___________________________________
Great Temple / Temple
Arrangement Supervisor: Shogo Sakai
Source: Zelda II: The Adventure of Link
Plays in: Temple
Unlock: Clear "Advent of the Evil King" Event on Hard difficulty.
        (Do Event No.33 on Hard)

This piece is an arranged medley of the Great Temple (also known as the Great
Palace) and the original Temple as arranged for Melee. This piece retains most
of the instrumental sound and style used in Temple (Melee), but as for the
Great Palace part that opens the piece, synths are used in playing the main
melody. The Great Palace part goes for one loop and then makes a smooth
transition to the second half of Temple (Melee), and loops to the beginning of
the Great Palace melody. One of my personal favorites.
___________________________________
Dragon Roost Island
Source: The Legend of Zelda: The Wind Waker
Plays in: Pirate Ship
Unlock: Unlock Toon Link.

This track is taken directly from the Dragon Roost Island area in The Legend
of Zelda: The Wind Waker. No changes have been made.
___________________________________
The Great Sea
Source: The Legend of Zelda: The Wind Waker
Plays in: Pirate Ship
Unlock: Unlock Toon Link.

This track is taken directly from when you're sailing in the Great Sea in The
Legend of Zelda: The Wind Waker. No changes have been made.
___________________________________
Tal Tal Heights
Arrangement Supervisor: Yusuke Takahama
Source: The Legend of Zelda: Link's Awakening
Plays in: Pirate Ship
Unlock: Clear All-Star on Easy difficulty.

This is a dance mix-style medley of the overworld theme in the Game Boy series
for The Legend of Zelda and the Tal Tal Heights BGM found in Link's Awakening.
Strings and brass mainly play the track's melody, all set to electronic drums
and other special effects are also included.
___________________________________
Song of Storms
Arrangement Supervisor: Tsukasa Masuko
Source: The Legend of Zelda: Ocarina of Time
Plays in: Pirate Ship
Unlock: Clear "The Pirate Airship" Event.
        (Do Event No.37 on any difficulty)

This is an arranged medley of various themes found in The Legend of Zelda:
Ocarina of Time. In order of appearance:

-Song of Storms (more in like to the Windmill at Karkariko Village; the sound
                 itself feels as if taken from keyboards later on)
-Ganondorf's theme (played with strong timpani, low brass and strings)
-Serenade of Water (seems to be kept in its original form)
___________________________________
Gerudo Valley
Source: The Legend of Zelda: Ocarina of Time
Plays in: Pirate Ship
Unlock: Unlock Toon Link.

This track is taken directly from the Gerudo Valley area in The Legend of
Zelda: Ocarina of Time. No changes have been made.
___________________________________
Molgera Battle
Source: The Legend of Zelda: The Wind Waker
Plays in: Pirate Ship
Unlock: Unlock Toon Link.

This track is taken directly from the boss battle theme against Molgera in The
Legend of Zelda: The Wind Waker. No changes have been made.
___________________________________
Village of the Blue Maiden
Source: The Legend of Zelda: Four Swords Adventure
Plays in: Pirate Ship
Unlock: Obtain a CD through normal gameplay. You must first unlock the Pirate
        Ship stage to have this CD appear through normal gameplay.

This track is taken directly from the Village of the Blue Maiden area after it
has been restored in The Legend of Zelda: Four Swords Adventure. No changes
have been made.
___________________________________
Termina Field
Source: The Legend of Zelda: Majora's Mask
Plays in: Pirate Ship
Unlock: Obtain a CD through normal gameplay. You must first unlock the Pirate
        Ship stage to have this CD appear through normal gameplay.

This track is taken from the Termina Field area in The Legend of Zelda:
Majora's Mask. No changes have been made.
___________________________________
========
Metroid
========
Main Theme (Metroid)
Arrangement Supervisor: Kenji Yamamoto
Narration: Jay Ward
Source: Metroid (but really, from Metroid Prime Pinball)
Plays in: Norfair

This track is taken directly from the BGM for the Pirate Frigate table in
Metroid Prime Pinball. At the beginning of the track however, there are
vocals, which will only run through once in the whole track:

"Samus is under fire!
 She's sent on an emergency directive.
 Join the fight!"
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Ending (Metroid)
Arrangement Supervisor: Tsukasa Masuko
Source: Metroid
Plays in: Norfair
Unlock: Brawl on the Norfair stage 10 times.

This is an arrangement of the ending sequence for Metroid. Strong brass and
strings mainly drive this piece, and is supported by percussion as well in a
march-style arrangement. A pretty faithful recreation of the ending theme, if
you ask me.
___________________________________
Norfair
Arrangement Supervisor: Yuzo Koshiro
Source: Metroid
Plays in: Norfair
Unlock: Obtain a CD through normal gameplay.

This is mostly an electronica arrangement of the Norfair BGM in Metroid. This
unique-sounding track makes use of various synths, sound effects, and other
random noises. It's really hard for me to even really describe this piece due
to its unique nature, but give this song a playback and it'll grow on you,
trust me. This is one of my personal favorites.
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Theme of Samus Aran, Space Warrior
Arrangement Supervisor: Masato Kouda
Source: Super Metroid
Plays in: Norfair

This is an arrangement of the theme that plays during the credits for Super
Metroid. This is a very powerful-sounding piece that has brass, strings, and
percussion that drive the first portion of the track, and later on, winds in
the softer portion before looping back at the beginning of the piece.

(thanks to Mars Jenkar for correcting me that the arrangement is actually from
 the credits sequence!)
___________________________________
Vs. Ridley
Arrangement Supervisor: Yusuke Takahama
Source: Super Metroid
Plays in: Frigate Orpheon

A heavy-metal rearrangement of the Ridley boss fight theme from Super Metroid.
With relentless guitar squeals and riffs, heavy drumming, and keyboards, this
track is best described by Sakurai:

"In the original game, most of the places where you heard this song were the
sites of fierce battles.

As such, this arrangement features a suitable sense of cruelty and tension.
It’s magnificent!"

...How right you are.
___________________________________
Vs. Parasite Queen
Source: Metroid Prime
Unlock: Obtain a CD through normal gameplay.
Plays in: Frigate Orpheon

This track is taken directly from the Parasite Queen theme from Metroid Prime.
No changes have been made.
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Opening / Menu (Metroid Prime)
Arrangement Supervisor: Kenji Yamamoto
Narration: Jay Ward
Source: Metroid Prime
Plays in: Frigate Orpheon

This track is comprised of two parts; the title screen of Metroid Prime with
vocals, and the data selection screen (but actually more closer to the credits
sequence) from the same game. The only changes were the addition of vocals,
which only runs through once, as well as a guitar riff near the middle of
the piece:

"In the reaches of space,
 below the surface of the Planet Zebes,
 Samus Aran faced the Space Pirates.
 She destroyed their operation,
 wiped out the parasites called 'Metroids'
 and defeated Mother Brain.

 But the Pirates were far from finished..."

(thanks to Jake X for the extra information about the credits!)
___________________________________
Sector 1
Arrangement Supervisor: Minako Hamano
Source: Metroid Fusion
Plays in: Frigate Orpheon

The tempo in this arrangement is faster than that of the original composition,
which is taken from the game's intro sequence and the Sector 1 (SRX) area.
Strings mainly play the track's melody.
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Vs. Meta Ridley
Source: Metroid Prime
Plays in: Frigate Orpheon

This track is taken directly from the battle theme against Meta Ridley in
Metroid Prime. No changes have been made, and I'm glad that there weren't any.
___________________________________
Multiplayer (Metroid Prime 2)
Source: Metroid Prime 2
Plays in: Frigate Orpheon
Unlock: Brawl on the Frigate Orpheon stage 10 times.

This track is taken directly from the music that plays during multiplayer
battles in Metroid Prime 2. In turn, this is a sped-up, hard techno
arrangement of the vegetation portion of Brinstar from Super Metroid.
___________________________________
===============
Yoshi's Island
===============
Obstacle Course
Arrangement Supervisor: Shota Kageyama
Source: Super Mario World 2: Yoshi's Island
Plays in: Yoshi's Island

Accented chords and steel drums along with piano, brass and winds make up the
core of this track, taken from stages such as 1-5 Hop! Hop! Donut Lifts. Of
note is that just before this song loops back to the beginning, an electric
guitar plays the opening to the final boss battle theme.

An interesting item to note is that, when the season changes to fall and
winter on the stage, the track itself changes to an arrangement that does not
have the same level of intensity as the other arrangement. This arrangement
relies on soft synths and chimes, along with harmonica and soft strings.
___________________________________
Ending (Yoshi's Story)
Arrangement Supervisor: Masafumi Takada
Source: Yoshi's Story
Plays in: Yoshi's Island

This is an arranged version of the ending sequence for Yoshi's Story. Where
the original composition had a slow tempo designed to make the player
remember the summary of the story world-by-world, this arrangement retains the
unique style of the game's soundtrack itself and incorporates whimsical sound
effects and rather ingenious percussion. The singing Yoshis are even present!
___________________________________
Yoshi's Island
Arrangement Supervisor: Noriyuki Iwadare
Source: Super Mario World 2: Yoshi's Island
Plays in: Yoshi's Island

This may not seem familiar at first, but after the low brass fanfare, the
BGM for stages such as 1-1 Make Eggs, Throw Eggs plays. Though the track is
mostly led by brass, harmonica becomes a key instrument in the bridge and as
an accompanying instrument.
___________________________________
Flower Field
Arrangement Supervisor: Asuka Ohta
Source: Yoshi Touch & Go
Plays in: Yoshi's Island
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of one of the many stage themes found through Yoshi
Touch & Go, usually played while in open areas once Baby Mario reaches the
ground. This light-hearted piece makes use of various happy-sounding sound
effects, with saxophones playing through the main melody.
___________________________________
Wildlands
Arrangement Supervisor: Shogo Sakai
Source: Yoshi's Island DS
Plays in: Yoshi's Island

Banjo? Yes indeed! The BGM for stages such as 1-2 in Yoshi's Island DS are
set against a banjo somewhat reminiscent of Super Mario World. Whereas the
original composition sounded a bit too timid, this arrangement really brings
out what the piece should have been. Wind instruments primarily play the main
melody, from harmonicas to pan flutes. There's even a ukelele playing a
minute into the piece as well! The piece is mostly set against light
percussion and banjo.
___________________________________
======
Kirby
======
Meta Knight's Revenge
Arrangement: Noriyuki Idaware
Source: Kirby Super Star
Plays in: Halberd

This is actually a jazz arrangement of all the Halberd stages in the Revenge
of Meta-Knight game in Kirby Super Star. Fast-paced, with saxophones being the
main force behind this piece, and both drums and synths backing up the whole
piece keep the intensity.
___________________________________
The Legendary Air Ride Machine
Arrangement Supervisor: Shogo Sakai
Source: Kirby Air Ride
Plays in: Halberd
Unlock: Clear the "Dragoon Strike" Event.
        (Do Event No.13 on any difficulty)

To be honest, I don't find a lot of differences between this and the original
composition other than the volume levels of certain instruments at certain
portions. This is an arrangement of the theme in Kirby Air Ride when you
collect ALL three pieces of the Dragoon to perform the machine itself.
___________________________________
Gourmet Race
Arrangement Supervisor: Motoi Sakuraba
Source: Kirby Super Star
Plays in: Halberd

A classic. This is from the Gourmet Race game in Kirby Super Star, in a speed
metal arrangement. Electric guitar plays the main melody and adds several
riffs in section transitions along with rhythm guitar, while drums are played
at high tempo. Keyboards are also used in this piece as well.
___________________________________
Butter Building
Arrangement: Jun Fukuda
Source: Kirby's Adventure
Plays in: Halberd

From what starts off with a strange synth jingle, it then accompanies acoustic
guitar which then shortly gives way to electric guitar to continue the piece.
The track then quickly changes to the second part of the Green Greens level
theme, but gives the focus back to the main song itself before it loops. One
of my favorites.
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King Dedede's Theme
Arrangement Supervisor: Yoko Shimomura
Source: Kirby's Dream Land
Plays in: Halberd
Unlock: Clear "The Hammer of the King" Event.
        (Do Event No.15 on any difficulty)

Though the source may be listed as from Kirby's Dream Land, this particular
arrangement is really from the boss fight against King Dedede in Kirby's
Dream Land 3. A fast-paced piece that incorporates a bubbly mix of synths
along with the whole ensemble taking portions of the main melody. Definitely
keeps the familiar style found in music from the Kirby series.
___________________________________
Squeek Squad Theme
Arrangement: Hirokazu Tanaka, ex
Source: Kirby: Squeek Squad
Plays in: Halberd
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of the theme that plays when you are being pursued by
a member of the Squeek Squad after obtaining one of the bigger treasures in a
level. 
___________________________________
Vs. Marx
Arrangement: Yasunori Mitsuda
Source: Kirby Super Star
Plays in: Halberd
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of the true final boss fight in this game, found in the
Milky Way Wishes scenario of Kirby Super Star. The opening of this arrangement
does not include the fast-paced percussion unlike in the original piece, and
doesn't get its tempo sped up until much later in the piece at the Green
Greens arrangement portion. Noticeable changes include the use of the full
ensemble, from the small, seemingly lighthearted flute and mallet percussion
portion to the electric guitar that plays the Green Green arrangement. A final
flourish from the ensemble proudly blasts the final portion of the Green
Greens, which isn't actually found in the original composition.
___________________________________
0˛ Battle
Arrangement: Koji Hayama
Source: Kirby 64: The Crystal Shards
Plays in: Halberd
Unlock: Collect more than 5,000 coins in Coin matches.

This is another arrangement of the final boss battle theme from Kirby 64, and
like most of the Kirby arrangements found here, it's has a heavy rock feel to
it, just like its original composition. Strings are now replaced by electric
guitar and synths...and there's yelling...LOTS of yelling. Overall, the melody
remains unchanged, and that's a good thing too.
___________________________________
Boss Theme Medley
Arrangement Supervisor: Kentaro Ishizaka
Source: Kirby Series
Plays in: Halberd

As with most other newly arranged Kirby tracks, this one is also made of win,
fast rock, and an excellent medley of several boss themes from the Kirby
series. In order of appearance:

(thanks to Hsieh Willis for corrections in the listing!)

-Kirby's Adventure (closer to the GBA remake Nightmare In Dreamland)
-Kirby's Dream Land 2
-Kirby Super Star
-Mini-boss theme from Kirby Squeek Squad
-Mini-boss theme from Kirby and the Amazing Mirror
-Kirby Squeek Squad (the fight theme with any boss that Daroach sends out)
___________________________________
Checker Knights
Source: Kirby Air Ride
Plays in: Halberd

This track is taken directly from the BGM of the Checker Knights course in
Kirby Air Ride. No changes have been made.
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Forest / Nature Area
Source: Kirby & The Amazing Mirror
Plays in: Halberd

This track is taken directly from the forest area of Rainbow Route in Kirby &
The Amazing Mirror. No changes have been made and yes, it means perfectly
emulated 16-bit sound.
___________________________________
Frozen Hillside
Source: Kirby Air Ride
Plays in: Halberd
Unlock: Brawl on the Halberd stage 10 times.

This track is taken directly from the BGM of the Frozen Hillside course in
Kirby Air Ride. No changes have been made.
___________________________________
=========
Star Fox
=========
Space Armada
Arrangement: Kenji Ito
Source: Star Fox
Plays in: Lylat Cruise

This is an arrangement of the Space Armada level in the original Star Fox.
It still pretty much retains the "battle" feel of the original track, which
I think is great. Sweeping strings, brass, and sharp percussion is what'll
keep you hooked to this piece.
___________________________________
Corneria
Arrangement Supervisor: Kentaro Ishizaka
Source: Star Fox
Plays in: Lylat Cruise
Unlock: Obtain a CD through normal gameplay.

A great techno arrangement of the Corneria BGM in the first Star Fox game on
the SNES. The piece opens up with the soft introduction set against a bass
kick in the background and crescendos into accented organ notes and into the
main melody. The melody itself is driven by guitars along with the same organ
accents, and transfers over to horns just before the breakdown part. The piece
then loops back right after that section. One of my favorites.
___________________________________
Main Theme (Star Fox)
Arrangement: Seiji Momoi
Source: Star Fox
Plays in: Lylat Cruise

Strangely enough, this is an arrangement of the music that plays when the
credits roll when you beat the game, and no, this does not include Out Of This
Dimension's credits, since that's just the level clear music. Anyways, this
has the same execution as that of Space Armada, adding winds to the ensemble.
___________________________________
Main Theme (Star Fox 64)
Arrangement Supervisor: Yusuke Takahama
Source: Star Fox 64
Plays in: Lylat Cruise

Err...a dance mix of SF64's theme? More likely than you think, and it is just
that. The original came from certain cutscenes in the game, such as the
opening to Corneria, the first level. Most of the instruments used here are
all electronic, but there's a noticeable guitar solo later on in the track.
___________________________________
Area 6
Arrangement Supervisor: Hajime Wakai
Source: Star Fox 64
Plays in: Lylat Cruise

This is an arrangement of the BGM for the Area 6 Defense Station ("Through the
Middle") level in Star Fox 64. Still keeping with the "battle" feel, sharp
percussion drives this piece, along with light strings that play the main
melody.
___________________________________
Area 6 Ver. 2
Arrangement Supervisor: Hajime Wakai
Source: Star Fox 64
Plays in: Lylat Cruise
Unlock: Obtain a CD through normal gameplay.

This is another arrangement of the BGM for the Area 6 Defense Station
("Through the Middle") level in Star Fox 64. This arrangement however makes
use of synthesized electronic sounds that remain close to the original
composition.
___________________________________
Star Wolf
Arrangement Supervisor: Kentaro Ishizaka
Source: Star Fox 64
Plays in: Lylat Cruise

Brilliant addition, mind you. This is an arrangement of the Star Wolf theme in
Star Fox 64, where you battle them on certain levels such as Fortuna and
Venom, through the "hard" path. This piece still retains the intensity it had
way back in its original composition, with brass being the main force and
percussion being as sharp as ever.
___________________________________
Star Wolf (Star Fox: Assault)
Source: Star Fox: Assault
Plays in: Lylat Cruise
Unlock: Clear "The Wolf Hunts The Fox" Event on Hard difficulty.
        (Do Event No.38 on Hard)

This track is taken directly from the battle with Team Star Wolf in "Sargasso
Space Zone: Hostilities Revisited" in Star Fox: Assault. No changes have been
made.
___________________________________
Space Battleground
Source: Star Fox: Assault
Plays in: Lylat Cruise

This track is taken directly from the BGM of the first part of "Fortuna: A New
Enemy" in Star Fox: Assault. No changes have been made.
___________________________________
Break Through The Ice
Source: Star Fox: Assault
Plays in: Lylat Cruise
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the BGM of the "Fichina: Into The Storm"
level in Star Fox: Assault. No changes have been made. It is also interesting
to note that this is also an arranged version of the Fichina and Sector Z BGMs
in Star Fox 64.
___________________________________
========
Pokémon 
========
Pokémon Main Theme
Arrangement: Seiji Momoi
Source: Pokémon
Plays in: Pokémon Stadium 2

Electric guitar starts this piece, but switches over to the ensemble as it
goes into this well-known piece. Some parts here, such as the portion where
the piece flourishes seems to be adapted from the Melee arrangement as well.
___________________________________
Road to Viridian City (From Pallet Town / Pewter City)
Arrangement Supervisor: Shogo Sakai
Source: Pokémon
Plays in: Pokémon Stadium 2
Unlock: Clear the "Go! Triple Finish!" Event.
        (Do Event No.8 on any difficulty)

I'll admit, I was really surprised to see that this medley was included in the
game. From a march-like opening that features a happy-sounding arrangement of
Route 1 quickly becomes a faster one backed with electric guitar and a drum
set. The piece pulls off a nice decrescendo into a group of acoustic guitars
playing a portion of the Viridian City BGM before looping back to the
beginning of the piece.
___________________________________
Pokémon Center
Arrangement Supervisor: Kentaro Ishizaka
Source: Pokémon
Plays in: Pokémon Stadium 2
Unlock: Get 200 different stickers.

Yes, I was surprised to see this as well, and to say the least, this track
lived up to my expectations on how it would sound like: a concerto arrangement
that showcases many solos in the wind section as well as a short one for
piano. Near the end, the piece somewhat swells up to serve as a transition
back to the beginning of the piece. If you haven't figured it out already,
this is an arrangement of the Pokémon Center BGM found primarily in the Game
Boy and DS versions.
___________________________________
Pokémon Gym / Evolution
Arrangement: Kenichi Okuma
Source: Pokémon
Plays in: Pokémon Stadium 2

Sweeping strings and brass begin this piece, before mellowing the level down
for brass to play the music that plays while your character is in a Gym. This
goes on for one loop then switches over to the jingle which starts the
evolution theme (and the Safari Zone in R/B/Y/FR/LG) with electric guitar,
electric bass, and drumset added to the ensemble before looping to the
beginning of the Gym melody.
___________________________________
Wild Pokémon Battle! (Ruby / Sapphire)
Arrangement Supervisor: Shogo Sakai
Source: Pokémon Ruby / Sapphire
Plays in: Pokémon Stadium 2

Brass is what leads the main melody to this somewhat intense piece, with
strings backing up the piece. This is taken from a wild Pokémon encounter in
the Ruby, Sapphire, and Emerald Versions. Not much to say here because the
instrumentation sounds very close to its original composition, had it been
transformed from 16-bit sound to this, which of course does it beautifully.
___________________________________
Victory Road
Arrangement: Motoi Sakuraba
Source: Pokémon Ruby / Sapphire
Plays in: Spear Pillar
Unlock: Clear "The Aura Is With Me" Event.
        (Do Event No.25 on any difficulty)

Oh yes, a hard rock arrangement of the Victory Road that sounds almost NOTHING
like its original composition in terms of instrumentations. Gone are the bell
hits, fanfare-like horns, and winds in exchange for guitar wails, aggressive
drums, and keyboards that balance out the sound as a whole. You can be sure
to thank Sakuraba for bringing his style and making this piece similar to his
battle themes from other games.
___________________________________
Dialga / Palkia Battle at Spear Pillar!
Arrangement Supervisor: Takahiro Nishi
Source: Pokémon Diamond / Pearl
Plays in: Spear Pillar
Unlock: Clear "The Aura Is With Me" Event.
        (Do Event No.25 on any difficulty)

Piano and wind effects open up this piece before drums kick in along with
synths that lead into an arrangement of the Dialga or Palkia battle theme
in Diamond or Pearl, respectively. This piece itself is similar to other DS
themes that made the cut in the sense that though most of the instrumentation
has remained, that instrumentation received a more "live" sound to them. Of
course, there remain several differences, such as the removal of several
cymbal crashes during a certain piano melody. An arranged portion of the Spear
Pillar area music also makes an appearance, sounding possibly even more
ominous than the original composition. As soon as it reaches where it would
loop, the piece returns to finish the rest of the battle theme until it loops
again to the beginning.
___________________________________
Wild Pokémon Battle! (Diamond / Pearl)
Arrangement: Yuka Tsujiyoko
Source: Pokémon Diamond / Pearl
Plays in: Spear Pillar
Unlock: Clear "The Aura Is With Me" Event.
        (Do Event No.25 on any difficulty)

Not quite as upbeat as its original composition, and that's already evident
at the opening fanfare. This arrangement of the battle theme for a wild
encounter is mainly comprised of low brass and strings along with a drum set
that isn't as prominent throughout the piece as the original. The bass line
feels more pronounced in this arrangement, and still has the same composition
from the original as well. Note that some of the piano parts from the original
has been replaced by synth effects.
___________________________________
Team Galactic Battle!
Arrangement: Masato Kouda
Source: Pokémon Diamond / Pearl
Plays in: Spear Pillar
Unlock: Obtain a CD through normal gameplay. You must first unlock the Spear
        Pillar stage to have this CD appear through normal gameplay.

There may be two Team Galactic battle themes (Galactic Grunt and Galactic
Admin), but this arrangement is more similar to the Galactic Grunt
arrangement. This piece uses higher-pitched synths and a drum machine to give
the piece a sort of drum'n'bass feel. Electric guitar can also be heard at
certain points in the piece as well.
___________________________________
Route 209
Arrangement Supervisor: Shogo Sakai
Source: Pokémon Diamond / Pearl
Plays in: Spear Pillar
Unlock: Obtain a CD through normal gameplay. You must first unlock the Spear
        Pillar stage to have this CD appear through normal gameplay.

This is an arrangement of the daytime version of the Route 209 theme from
Diamond and Pearl, as the nighttime version has a higher pitch, and that the
daytime version and this arrangement have just about the same pitch. This
piece still retains a mellow feel, with keyboards being the main instruments
used in this piece, and is supported by much higher-sounding trumpets,
strings, and a drumset. Not quite exactly the best piece to battle on Spear
Pillar with, but as a stand-alone piece, this is one of my favorites.
___________________________________
=======
F-Zero
=======
Mute City
Arrangement: Yasumi Fukuda
Source: F-Zero
Plays in: Port Town Aero Dive

A piano and some electronic sounds begin this piece, but then moves into the
Mute City BGM, played in a heavy rock style with electric guitars, bass, and
drumset. A guitar solo comprises the latter half of this piece before it loops
back to the melody and to the beginning. I'll say this right now however: it's
a shame that there's no Port Town arrangement of any sort, even though the
stage IS Port Town. Oh well.
___________________________________
Fire Field
Arrangement Supervisor: Yusuke Takahama
Source: F-Zero
Plays in: Port Town Aero Dive
Unlock: Clear the "Come On, Blue Falcon" Event.
        (Do Event No.24 on any difficulty)

As if the original composition wasn't already "hard rock" enough for its time,
this arrangement cranks it way more than just a notch. The piece is comprised
of a lead guitar, rhythm guitar, drumsets, and warm pads that also serve as
keyboards for various effects as well. Don't expect the intensity of this
piece to let up as well, not even through the blazing guitar solo at the
half-time breakdown!
___________________________________
White Land
Arrangement Supervisor: Arata Iyoshi
Source: F-Zero
Plays in: Port Town Aero Dive

My jaw dropped the moment I heard this piece play while watching one of those
live streams of Brawl gameplay. This piece is just as fast-paced as its
original, right from the start with the keyboard. Electric guitar plays the
main melody, as expected, backed with keyboard, synths, bass, and drums. A
bridge is added as well at the end of the first run through the main melody
with a short keyboard solo before looping back to the beginning of the main
melody. And yes, this piece is an arranged version of the White Land BGM in
F-Zero, before I forget to write it.
___________________________________
Car Select
Source: F-Zero X
Plays in: Port Town Aero Dive
Unlock: Obtain a CD though normal gameplay.

This track is taken directly from the car selection theme in F-Zero X. No
changes have been made.
___________________________________
Dream Chaser
Source: F-Zero X
Plays in: Port Town Aero Dive
Unlock: Brawl on the Port Town Aero Dive stage 10 times.

This track is taken directly from the BGM for the Silence circuits in F-Zero
X. No changes have been made.
___________________________________
Devil's Call in Your Heart
Source: F-Zero X
Plays in: Port Town Aero Dive

This track is taken directly from the BGM for the Devil's Forest circuits in
F-Zero X. No changes have been made.
___________________________________
Climb Up! And Get The Last Chance!
Source: F-Zero X
Plays in: Port Town Aero Dive

This track is taken directly from the BGM for the White Land circuits in
F-Zero X. No changes have been made.
___________________________________
Brain Cleaner
Source: F-Zero GX
Plays in: Port Town Aero Dive

This track is taken directly from the BGM for when you watch the replay after
a race in F-Zero GX. No changes have been made.
___________________________________
Shotgun Kiss
Source: F-Zero GX
Plays in: Port Town Aero Dive

This track is taken directly from the BGM for all of the Casino Palace (Vegas
Palace) circuits in F-Zero GX. No changes have been made, and this is another
one of those rips that I'm glad it wasn't altered.
___________________________________
Planet Colors
Source: F-Zero GX
Plays in: Port Town Aero Dive
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the BGM for all of the Green Plant circuits
in F-Zero GX. No changes have been made.
___________________________________
====================
EarthBound (Mother)
====================
Porky's Theme
Arrangement Supervisor: Shogo Sakai
Source: Mother 3
Plays in: New Pork City

Beginning with a really evil-sounding fanfare leading to winds that seem to
signal the incoming presence of Porky (Pokey), this piece depends heavily on
deep brass sound and powerful percussion backed by strings and winds.
Intensity is the key point in this piece, and it shows just that as well. A
great piece, indeed.
___________________________________
Unfounded Revenge / Smashing Song of Praise
Arrangement Supervisor: Kentaro Ishizaka
Source: Mother 3
Plays in: New Pork City

This is actually an arrangement of two songs in Mother 3 that have been put
together into one track. The first song, Unfounded Revenge, is the battle
theme when fighting the Scary Evil Womanizing Pig. The second song, Smashing
Song of Praise, is the battle theme when fighting the Mecha-Gorilla. For boss
battle themes, they sure seem light-hearted, and they sound even more cheerful
in this arrangement!
___________________________________
Mother 3 Love Theme
Arrangement Supervisor: Shogo Sakai
Source: Mother 3
Plays in: New Pork City
Unlock: Obtain a CD through normal gameplay.

Some soft synths that lead a bass line as well as a percussion line open the
way for this arrangement of the main theme for Mother 3. In contrast to the
soft, almost sad mood the original, this almost seems upbeat...that is, until
the bridge which leads back to the beginning of the piece. Expect to hear
the main melody being juggled around organ, flute, and guitar. Piano will be
the main force behind the bridge, supported by strings and a guitar flourish
before the loop back to the beginning.
___________________________________
You Call This a Utopia?!
Arrangement Supervisor: Kentaro Ishizaka
Source: Mother 3
Plays in: New Pork City
Unlock: Obtain a CD through normal gameplay.

This arrangement of the New Pork City BGM omits the first set of drum rolls,
and paves the way to a small, techno-like arrangement that still contains a
full ensemble of brass and strings. Most of the instrumentation here has been
given a more "live" sound, with much higher-sounding brass and stronger
accents. The drum machine sounds appears in different sections of the piece as
well.
___________________________________
Humoresque of a Little Dog
Arrangement: Masato Kouda
Source: Mother
Plays in: New Pork City

Yes, this is also in Earthbound (Mother 2) and Mother 3. The store theme, in a
hillbilly-style arrangement. Yes, I know the track itself already had banjos,
but the tempo... Anyways, as you can probably imagine, banjos, drums,
whimsical sound effects, and whistling. One of the strangest rearrangements on
the entire list, if you ask me...
___________________________________
Snowman
Arrangement Supervisor: Shogo Sakai
Source: Mother
Plays in: New Pork City
Unlock: Obtain a CD through normal gameplay.

An iconic Mother piece that appears in ALL three games at different points.
Most gamers probably know this in EarthBound as the theme when playing as Jeff
in Winters. A rather creepy-sounding choir opens a light-hearted winter-themed
piece played by slow drums, soft bass guitar that supports the pan flute that
plays the main melody of the song itself.
___________________________________
============
Fire Emblem
============
Fire Emblem Theme
Arrangement Supervisor: Shogo Sakai
Lyrics Supervisor: Masahiro Sakurai
Lyrics Translaton: Taro Yamashita
Soprano: Oriko Takahashi / Tenor: Ken Nishikiori
Source: Fire Emblem: Shadow Dragons and the Blade of Light
Plays in: Castle Siege

What else is there to say? Here's the Fire Emblem theme, orchestrated and sung
in Latin by a choir. Also, some time after the first verse, an arranged
version of the theme when an enemy unit attacks one of your units plays, then
continues to the next verse.

Lyrics (English translated):
Fire Emblem, companions walk
The endless path together.

In the wavering shadow of spite,
Our home is faced by the oncoming spear,
Engulfed in flames.

I keep that unforgettable day in my heart
And now rise up together with my companions.

Fire Emblem, our bond shall be never broken.

We hold fast to protect tomorrow
And the one who awaits our return.

Fire Emblem, light gathers on the flag we unfurl.

Fire Emblem, we gaze upon the multitude of stars,
Gripping our blades.

If we do not bring light to the darkness in these lands,
The shooting stars will soar over a wasteland.

Fire Emblem, on whom does the morning sun shine
As she climbs over the edge of battle?
___________________________________
With Mila's Divine Protection (Celica Map 1)
Arrangement: Noriyuki Iwadare
Source: Fire Emblem Gaiden
Plays in: Castle Siege

This is an arranged version of the map theme when you first play as Celica
from Fire Emblem Gaiden, sans the opening fanfare. This sounds almost like
it's in the style of flamenco in the beginning of the track, making use of
castanets and a distinct acoustic guitar playing style. The guitar's melody is
then switched over to strings, and leads to a new electric bass solo before
the track loops.
___________________________________
Attack
Arrangement: Kenji Ito
Source: Fire Emblem
Plays in: Castle Siege

16-bit sound comes to life in this piece. "Strike," the player attack theme
begins this piece, but then after the melody loops twice, the piece then
transitions into "Rise to the Challenge," one of the boss battle themes. This
piece is mostly led by brass and backed by strings and drumset.
___________________________________
Preparing to Advance
Arrangement: Yuka Tsujiyoko
Source: Fire Emblem: The Sacred Stones
Plays in: Castle Siege

This is an arrangement of the preparations screen before every chapter from
Fire Emblem: The Sacred Stones. Brass starts the fanfare which leads into the
main melody, played by strings accompanied by multiple mallet percussion
instruments, cymbals, and low brass. Snare drum also comes in on several parts
throughout the piece, providing a "march" feel to the piece itself. Winds then
come in at the latter sections of the piece before it loops.
___________________________________
Winning Road - Roy's Hope
Arrangement: Yuka Tsujiyoko
Source: Fire Emblem: The Binding Blade
Plays in: Castle Siege
Unlock: Obtain a CD through normal gameplay.

Well, the introduction itself is new, but the piece is still the same, albeit
with a MUCH more lively performance. This is an arrangement of the theme when
you are about to win the current chapter from not only FE6, but from FE7 (Fire
Emblem on the GBA outside Japan) as well. As you can expect, strings and horns
dominate the piece, and is supported by light winds as well as percussion.
___________________________________
Shadow Dragon Medley
Arrangement Supervisor: Keigo Ozaki
Source: Fire Emblem: Shadow Dragons and the Blade of Light
Plays in: Castle Siege
Unlock: Obtain a CD through normal gameplay.

A very interesting medley that's comprised of various tracks found in the
first Fire Emblem game. All of these have been given their own treatment, from
concerto, to techno, and back to an upbeat concerto again, in that order. Now,
which pieces are those?

-The COMPUTER phase for the early chapters.
-The prologue to each chapter (trippy techno/dance arrangement!)
-The PLAYER phase from the early chapters.
___________________________________
Ike's Theme
Source: Fire Emblem: Radiant Dawn
Plays in: Castle Siege
Unlock: Have Ike join you in The Subspace Emissary.

This track is taken directly from Ike's theme in Fire Emblem: Radiant Dawn. No
changes have been made.
___________________________________
Against the Dark Knight
Source: Fire Emblem: Path of Radiance
Plays in: Castle Siege

This track is taken directly from the battle theme against the Black Knight in
Fire Emblem: Path of Radiance. No changes have been made.
___________________________________
Crimean Army Sortie
Source: Fire Emblem: Path of Radiance
Plays in: Castle Siege

This track is taken directly from one of the map themes in Fire Emblem: Path
of Radiance. No changes have been made.
___________________________________
Power-Hungry Fool
Source: Fire Emblem: Path of Radiance
Plays in: Castle Siege
Unlock: Brawl on the Castle Siege stage 10 times.

This track is taken directly from Oliver's theme in Fire Emblem: Path of
Radiance. No changes have been made.
___________________________________
Victory Is Near
Source: Fire Emblem: Path of Radiance
Plays in: Castle Siege
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the theme when the player is about to win
the chapter in Fire Emblem: Path of Radiance. No changes have been made.
___________________________________
===========
Kid Icarus
===========
Underworld
Arrangement Supervisor: Shogo Sakai
Source: Kid Icarus
Plays in: Skyworld

Starting off with a brass fanfare of the title screen theme, this song then
flourishes into the underworld area BGM, dominated by strings and backed up
by brass and flute. The underworld theme goes on for a bit, but the music
that plays when you encounter a Grim Reaper then plays, accompanied by conga
drums. The theme then plays the game over theme, then loops to the beginning
of the underworld theme.
___________________________________
Skyworld
Arrangement Supervisor: Arata Iyoshi
Source: Kid Icarus
Plays in: Skyworld

This is an arrangement of the Stage 2-x BGM from Kid Icarus, and this is also
an error, as Stage 2-x is known as the Overworld, not Skyworld. This piece 
starts with a flourish of the ensemble, the main melody instantly plays,
accompanied by an acoustic guitar. Winds mostly dominate this piece, and
switching roles with strings as well.

(thanks to Etienne D. and Hsieh Willis for pointing out the error in the
 title!)
___________________________________
Title (Kid Icarus)
Arrangement: Kenji Ito
Source: Kid Icarus
Plays in: Skyworld
Unlock: Obtain a CD through normal gameplay.

A beautiful arrangement of the title screen theme that completely transforms
minimalistic 8-bit sound into a flourishing concerto piece for a huge ensemble
containing light, joyful winds, loud brass and strings, and supported by some
percussion. The final sections just before the loop to the beginning was
definitely something that took me by surprise!
___________________________________
Kid Icarus Original Medley
Source: Kid Icarus
Plays in: Skyworld

Nothing but 8-bit goodness here, as this track is a medley of several BGM in
Kid Icarus. Below is the order of the tracks played in the piece:

-Title screen (played only once)
-Stage 1-1 and similar levels (starting point when the track loops)
-Stage 1-4 and similar levels
-Stage clear
-Stage 2-1 and similar levels
-Stage 3-1 and similar levels
-Final stage
-Game over theme
___________________________________
================
WarioWare, Inc.
================
WarioWare, Inc.
Arrangement Supervisor: Keigo Ozaki
Source: WarioWare, Inc.: Mega Microgame$
Plays in: WarioWare, Inc.

This is a an arrangement of the mode select theme from WarioWare, Inc.: Mega
Microgame$. The piece itself keeps most of the original electronic pieces
used in the original game, as well! A great example of a cleaned-up transition
from the GBA cartridge.
___________________________________
WarioWare, Inc. Medley
Arrangement Supervisor: Ryoji Yoshitomi
Source: WarioWare, Inc.: Mega Microgame$
Plays in: WarioWare, Inc.

This is a medley of several themes found in the game. All of these retain most
of the instrumentation used from the GBA. In order of appearance:

-The intro to 9-Volt's games
-Boss stage for Jimmy (the Punch-Out!! game)
-The theme for Dribble & Spitz's games
-The toilet scene from the introduction to Dr. Crygor's games
-The intro for the second set of Wario's games
-The jingle for the news report in the intro and ending sequences
-The mode select screen
___________________________________
Ashley's Song
Arrangement Supervisor: Tomoko Sasaki
Vocals: Emily McIntosh, Terry Lauber, James Cowan
Source: WarioWare: Touched!
Plays in: WarioWare, Inc.

From the creepy original found in WarioWare: Touched! comes this new...well,
jazz arrangement of Ashley's Theme. Yes, I know, the vocalist doing Ashley's
voice isn't supposed to help make the song even more happier...but oh well, at
least the music doesn't sound too bad. Jazz-style drumming along with loud
brass and keyboard (playing organ) along with mallet percussion make this
piece sound a little more cheery.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
Ashley's Song (JP)
Arrangement Supervisor: Tomoko Sasaki
Vocals: Tomoko Sasaki and the Small Circle of Friends
Source: Sawaru Meido in Wario
Plays in: WarioWare, Inc.

This is the Japanese vocal version of Ashley's Song.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
Mike's Song
Arrangement Supervisor: Masafumi Takada
Vocals: Terry Lauber, James Cowan
Source: WarioWare: Touched!
Plays in: WarioWare, Inc.
Unlock: Obtain a CD through normal gameplay.

Like Ashley's Song, this arrangement has made a dramatic change from its
original composition. Now in the style of rock-and-roll from the early 50's,
and this is evident in the Elvis Presley-style vocals for Mike instead of the
robot that he is. Some scat singing can also be heard as well as very lively
mallet percussion, guitars, and drums form this piece.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
Mike's Song (JP)
Arrangement Supervisor: Masafumi Takada
Vocals: Jun Fukuda and ghm sound team
Source: Sawaru Meido in Wario
Plays in: WarioWare, Inc.
Unlock: Obtain a CD through normal gameplay.

This is the Japanese vocal version of Mike's Song.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
Mona Pizza's Song
Arrangement Supervisor: Takahiro Nishi
Vocals: Christina Peyser, Nate Bihidorff, Andy Hartpence
Source: WarioWare: Twisted!
Plays in: WarioWare, Inc.

This is Mona's level music found in WarioWare: Twisted! This also happens to
be a live arrangement of the original, giving it a more fresh sound and adding
instruments such as guitars and synths.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
Mona Pizza's Song (JP)
Arrangement Supervisor: Takahiro Nishi
Vocals: Gakkie & Kubocci
Source: Mawaru Meido in Wario
Plays in: WarioWare, Inc.

This is the Japanese vocal version of Mona Pizza's Song.

Lyrics can be found at: http://www.gamefaqs.com/console/wii/file/928518/34064
(thanks, enigmaopoeia!)
___________________________________
=======
Pikmin
=======
Main Theme (Pikmin)
Source: Pikmin
Plays in: Distant Planet

This track is taken directly from the title screen theme of Pikmin. No changes
have been made.
___________________________________
World Map (Pikmin 2)
Arrangement Supervisor: Yasunori Mitsuda
Source: Pikmin 2
Plays in: Distant Planet

This is an arrangement of the world map theme in Pikmin 2. The flute that
played the main melody in the original composition has been replaced with a
bagpipe, but the flute returns to be the main instrument playing the melody to
the latter half of the track before it loops. A very light-hearted and
soothing piece to listen to.
___________________________________
Stage Clear / Title (Pikmin)
Arrangement Supervisor: Kentaro Ishizaka
Source: Pikmin
Plays in: Distant Planet

This is an arrangement of two themes put into one track. The stage clear
theme from Pikmin plays first, led by a light-hearted flute solo, but then
changes to the title screen theme, set to a "jungle" beat.
___________________________________
Forest of Hope
Source: Pikmin
Plays in: Distant Planet

This track is taken directly from the Forest Of Hope area in Pikmin. The bongo
rhythm that appears in the background after the track loops once is taken from
when enemies are nearby in Pikmin. This rhythm disappears after this loop and
reappears every other loop.

(thanks to Tom Malina for the info!)
___________________________________
Ai no Uta
Source: Pikmin
Plays in: Distant Planet

Also known as the Song of Love in Pikmin, this is taken directly from the
commercials that appeared in Japan for Pikmin.

Lyrics (romanized Japanese by James McCawley, from
        http://chudahscorner.com/lyrics/index.php?catalog=TOCT-4345&id=1):
Hikko nukarete, anata dake ni tsuite iku
Kyou mo hakobu, tatakau, fueru, soshite taberareru

Hotta kasarete, mata atte, nagerarete
Demo watashitachi anata ni shitagai tsukushimasu

Sorosoro asonjaou kana
Sotto dekakete miyoukanante
Aa aa ano sora ni
Koi to ka, shinagara

Iron na inochi ga ikiteiru kono hoshi de
Kyou mo hakobu, tatakau, fueru, soshite taberareru

Hikko nukarete, atsumatte, tobasarete
Demo watashitachi aishitekure to wa iwanai yo

Sorosoro asonjaou kana
Motto ganbatte miyoukanante

Aa aa ano sora ni
Koi to ka, shinagara

Chikara awasete, tatakatte, taberarete
Demo watashitachi anata ni shitagai tsukushimasu

Tachi mukatte, damatte, tsuitette
Demo watashitachi aishitekure to wa iwanai yo
___________________________________
Ai no Uta (French Version)
Source: Pikmin
Plays in: Distant Planet
Unlock: Hit 37,500 ft. combined with all fighters' Home-Run Contest records.

As the title says, this is Ai no Uta, but with French lyrics.
___________________________________
Tane no Uta
Source: Pikmin 2
Plays in: Distant Planet
Unlock: Obtain a CD through normal gameplay.

Also known as the "Seed Song," like Ai no Uta, this track is taken directly
from the commercials that appeared in Japan for Pikmin 2.

If anyone has the romanized Japanese lyrics for this song, please do send it
in! Thanks!
___________________________________
Environmental Noises
Arrangement Supervisor: Takaro Nishi
Source: Pikmin
Plays in: Distant Planet

You'll be sure to get a kick out of this one. This track is basically
comprised of nothing but the environmental sounds in Pikmin. Birds tweeting,
crickets chirpring, it's all here!
___________________________________
================
Animal Crossing
================
Title (Animal Crossing)
Arrangement Supervisor: Kazumi Totaka
Source: Animal Crossing (but really, from Animal Crossing: Wild World)
Plays in: Smashville

Yeah, there's a mistake there. But anyways, this is an arranged version of the
title screen from Animal Crossing: Wild World. Whereas the original
composition is more quiet, this new arrangement brings out the sound with a
flourish in the beginning that leads to a more light-hearted feel, with
acoustic guitar playing out more and adding a drum beat, synths, mallet
percussion, accordion, and whistles.
___________________________________
Go K.K. Rider!
Arrangement Supervisor: Keigo Ozaki
Source: Animal Crossing
Plays in: Smashville

This is an arranged version of one of K.K. Slider (Totakeke)'s many, many
songs that you can request from him. His voice is also preserved in this one,
and brass and harmonica providing most of the main melody while being backed
by strings.
___________________________________
2:00 a.m.
Arrangement: Tomoko Sasaki
Source: Animal Crossing
Plays in: Smashville
Unlock: Obtain a CD through normal gameplay.

This is a remix of a remix! This is an arrangement of the 2:00 a.m. theme in
Animal Crossing as done by K.K. Slider on the Animal Crossing Sound CD ~ Keke
Choice! Mix. With a sped-up tempo from the original re-arrangement (does that
even make sense?), a bass guitar line and jazz-like drumming is what keeps the
song going even until electric guitar joins in. Other effects such as
distorting K.K.'s voice and adding howling sound effects are added as well.

The original re-arrangement can be found on the CD here:

http://www.otaku.com/cgi-bin/itemview.asp?itemid=68324R&referer=froogle
___________________________________
Town Hall and Tom Nook's Store
Arrangement Supervisor: Kentaro Ishizaka
Source: Animal Crossing: Wild World
Plays in: Smashville

The Town Hall theme plays first, followed by Tom Nook's store. This appears to
be taken straight from the game itself, but given a newer, rich sound.
___________________________________
The Roost
Arrangement Supervisor: Kazumi Totaka
Source: Animal Crossing: Wild World
Plays in: Smashville

This is the theme for The Roost Cafe in Animal Crossing: Wild World. Like the
Town Hall and Tom Nook's Store track, this appears to be taken straight from
the cartridge and given a more rich sound. There is an intro sequence added to
this piece, however.
___________________________________
=========
Nintendo
=========
I just have to say that I enjoyed working on this section the most. Why? It
prompted me to play and re-play games for the nostalgia factor. Then again,
that's how I felt throughout this guide also. =)
___________________________________
Ice Climber
Arrangement Supervisor: Toshiyuki Sudo
Source: Ice Climber
Plays in: Summit

This is an arrangement of the Ice Climber piece found in Melee. Starts off
with somewhat indecipherable voice samples along with a piano playing the
title screen/bonus round theme. The tempo then speeds up as electric guitar
takes over, but once the sleigh bells ring, the tempo slows down and the
main level theme is played before it loops back to the beginning. Also, like
Sakurai wrote, the different phrases of the song goes along with the
changing atmosphere of the level. However, the music will eventually desync
with the stage. If only it were that easy to do with the Ice Climbers...

Just kidding.
___________________________________
Balloon Trip
Arrangement: Koji Hayama
Source: Balloon Fight
Plays in: Summit

No, it's no longer 8-bit anymore, as it was in Melee, but the sound effect of
a balloon being inflated certainly makes way for an interesting arrangement of
the Balloon Trip mode and Bonus Rounds from Balloon Fight. This arrangement is
comprised of mostly synths backed by drumset.
___________________________________
Shin Onigashima
Arrangement: Masafumi Takada
Source: Shin Onigashima
Plays in: Summit

One of the surprise tracks that made my jaw drop open. A really great opening
guitar riff leads to a speed metal arrangement of the main theme of the game,
which was originally modeled off of on early Japanese folk music. Fast guitar
work and loud riffs from the lead guitarist backed with equally fast drumming
and bass may this track something for rock-lovers to listen to.
___________________________________
Clu Clu Land
Arrangement Supervisor: Keigo Ozaki
Source: Clu Clu Land
Plays in: Summit
Unlock: Hit 1,200 ft. in Home-Run Contest.

This medley arrangement really reminds me of rag-time music for some reason,
and probably because it is. This arrangement is comprised of several themes
from Clu Clu Land:

-The stage start jingle
-The stage theme
-The theme when time is about to run out
-The stage end results
-The bonus stage theme (which sounds something from a 3D Sonic game)
-The sound effect when Bubbles moves at the end of a round
___________________________________
Mario Bros.
Arrangement Supervisor: Shogo Sakai
Source: Mario Bros.
Plays in: Mario Bros.
Unlock: Clear the "Wario Bros." Event.
        (Do Event No.19 on any difficulty)

The track starts off with the Round Start jingle then flourishes into a light-
hearted arrangement of the title screen of Mario Bros. The Round Start jingle
is then played by strings only (which is also saying that if you haven't
realized it yet, it's taken from Mozart's Eine kleine Nachtmusik) before the
track loops back.
___________________________________
Gyromite
Arrangement: Kenichi Okuma
Source: Gyromite
Plays in: Mario Bros.
Unlock: Obtain a CD through normal gameplay. You must first unlock the Mario
        Bros. stage to have this CD appear through normal gameplay.

Ah, another piece that has been given a slightly incorrect title. This piece
is a medley of various themes from Stack-Up (Robot Block), but even still,
there is at least one part that is from Gyromite...which is also from Stack-
Up anyways.

-The Test mode (Stack-Up and Gyromite both share the same theme)
-The title screen theme
-The Memory game opening jingle
-The Direct game opening jingle

The four parts above are repeated once, then continues on to the Bingo game
theme before it loops back to the very beginning.

This piece makes use of many, many synths and keyboard sounds to create that
"robotic" feel; a mixture of techno with lively drumming.

(thanks to Etienne D. for pointing out the information on this piece!)
___________________________________
Famicom Medley
Source: Family Computer Series
Plays in: Mario Bros.
Unlock: Clear the "Wario Bros." Event.
        (Do Event No.19 on any difficulty)

This is a medley containing several portions of music from well-known Famicom
titles to grace the platform. In all of their 8-bit glory:

-Super Mario Bros. 3: Hammer Bros. Battle Theme (00:00 - 00:03)
-Wrecking Crew: Bonus Stage (00:03 - 00:21)
 [Also the title screen for the puzzle game Wrecking Crew '98]
-Excitebike: Title Screen (00:21 - 00:29)
-Punch Out!!: Ending pt.1 (00:29 - 00:45)
-Soccer: Soccer Game (00:45 - 00:57)
-Devil World: Title Screen (00:57 - 01:07)
-Punch Out!!: Ending pt.2 (01:07 - 01:16)
-Joy Mech Fight: Menu & Character Menu Screen (01:16 - 01:30)
-Duck Hunt: Title Screen (01:30 - 01:34)
-Donkey Kong Jr.: Title Screen (01:34 - 01:47)
-Famicom Tantei Club II: Title Screen (01:47 - 01:55)
-Urban Champion: Winner!! (01:55 - 02:04)

(special thanks go to CiprianoMcDohl, KitaKitKeru, extremejon, DarkDraconis,
 Syykawtik, and toma13 on the SSBB General Board at GameFAQs for their help!)
___________________________________
Power-Up Music
Source: Wrecking Crew
Plays in: Mario Bros., Golden Hammer
Unlock: Clear the "Wario Bros." Event.
        (Do Event No.19 on any difficulty)

This track is taken from when Mario acquires the golden hammer in Wrecking
Crew. No changes have been made.
___________________________________
Douchuumen (Nazo no Murasamejo)
Source: Nazo no Murasamejo
Plays in: Mario Bros.
Unlock: Obtain a CD through normal gameplay. You must first unlock the Mario
        Bros. stage to have this CD appear through normal gameplay.

This track is taken from the main level theme of Nazo no Murasamejo. No
changes have been made.
___________________________________
Flat Zone 2
Composer: Kenichi Okuma
Source: Game & Watch Gallery
Plays in: Flat Zone 2
Unlock: Unlock Mr. Game & Watch.

This is another original composition that borrows many elements from the Game
And Watch series of handhelds, mainly the sound effects. Various beeps, the
trademark clock alarm and more can be heard in this unique track. The track
itself is also influenced by atmospheric electronica, from the synth pads in
the beginning, to the guitar-sounding effects for the main portion of the
track.
___________________________________
Chill (Dr. Mario)
Arrangement: Masaaki Iwasaki
Source: Dr. Mario
Plays in: Flat Zone 2
Unlock: Obtain a CD through normal gameplay. You must first unlock the Flat
        Zone 2 stage to have this CD appear through normal gameplay.

Since Fever was already re-arranged in Melee, it made sense that Chill would
make the cut in the soundtrack. But this re-arrangement of the other BGM for
Dr. Mario sounds just plain trippy. Making use of mostly keyboards, sound
effects used in the original game, and maybe an electric guitar and a trumpet,
this piece will definitely be one that'll make you go, "What the..." in a
mixed surprise and joy.
___________________________________
PictoChat
Composition Supervisor: Shogo Sakai
Source: PictoChat
Plays in: PictoChat

Well now, we have a very strange piece on our hands. This is actually a piece
written solely for the stage, in the same manner as how Flat Zone has its own
BGM. With a piano, and drum machine providing a steady beat, this piece also
incorporates various Wii and DS sound effects, such as the main menu jingle on
the Wii, and the clicking when characters are being typed out.
___________________________________
Mii Channel
Source: Mii Channel
Plays in: PictoChat
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the Mii Channel preview screen leading to
the Mii Channel theme itself. The only change that has been made to this piece
is the opening jingle, which sounds lower than the original version.
___________________________________
Wii Shop Channel
Source: Wii Shop Channel
Plays in: PictoChat
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the BGM to the Wii Shop Channel. No changes
have been made.
___________________________________
Shaberu! DS Cooking Navi
Arrangement Supervisor: Toshiyuki Sudo
Source: Shaberu! DS Cooking Navi
Plays in: PictoChat
Unlock: Obtain a CD through normal gameplay.

Currently headed for an international release under the title "Cooking Guide:
Can't Decide What To Eat?", this piece is taken from the title screen theme of
the game. The piece starts with the jingle when you are about to read a
recipe, along with a voice sample ("Let's have a brawl!") which then gives way
to a faster jazz arrangement of the main theme. More voice samples are
included in a short section along with sound effects where as if someone is
actually cooking before it loops back to the beginning.
___________________________________
Brain Age: Train Your Brain in Minutes a Day
Source: Brain Age: Train Your Brain in Minutes a Day
Plays in: PictoChat

This track is taken directly from the title screen theme and the mode select
and calendar screen theme. No changes have been made.
___________________________________
Opening Theme (Wii Sports)
Source: Wii Sports
Plays in: PictoChat

This is a medley of several themes used in Wii Sports. The track opens with
the flourish from when a round is about to start in Boxing, then switches to
the title screen theme. After that, the game select screen theme is played
before it loops back to the beginning.
___________________________________
Charge! (Wii Play)
Source: Wii Play
Plays in: PictoChat
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the Charge! game in Wii Play. No changes
have been made.
___________________________________
Lip's Theme (Panel de Pon)
Arrangement: Masafumi Takada
Source: Panel de Pon
Plays in: PictoChat
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of Lip's theme in Panel de Pon, which can be found in
several modes such as the Tutorial, and Score Attack when using Lip. Whereas
the original composition felt like rushing the player, this one seems to take
things at a leisurely pace. Instrumentation has been given a huge overall in
comparison to its original composition on the Super Famicom, implementing a
huge number of synthesized instruments along with a drumset for support. Makes
things a bit more lively too, if you ask me.
___________________________________
Tetris: Type A
Arrangement Supervisor: Yoko Shimomura
Source: Tetris
Plays in: Luigi's Mansion
Unlock: Use Luigi 3 times in brawls.
        (Unlock Luigi's Mansion, it comes with the stage.)

Surprised? I sure was as well! This is an orchestral arrangement of Type A
from none other than Tetris! A huge flourish in the beginning softens down to
a clarinet playing the first few familiar notes of the theme, to be then
accompanied by a violin, to the whole ensemble playing the theme! Percussion
becomes a bit technical in the second part, and the recognizable piano from
Yoko Shimomura comes in and stays throughout the piece from then on.
Definitely something to listen to!

According to Mars Jenkar, Type A also happens to be based off of a well-known
Russian folk song titled, "Korobeiniki." This song was written in 1861 by
Nikolai Alekseevich Nekrasov.

Taervis also writes, "The song can also be spelled 'Korobelnike,' and is well
performed by the Red Choir. On another note, the song is also performed in a
court dance known as 'Korobushka,' where the song is played faster and faster
after each round until the musicians can't play it or the couples dancing it
can no longer continue. Reminds you of how the music in Tetris speeds up if
you aren't doing well, no?"

(thanks for the info!)
___________________________________
Tetris: Type B
Arrangement: Masafumi Takada
Source: Tetris
Plays in: Luigi's Mansion
Unlock: Obtain a CD through normal gameplay. You must first unlock the Luigi's
        Mansion stage to have this CD appear through normal gameplay.

If Type A made the cut, so can Type B! However, this does not sound remotely
close to Shimomura's orchestral arrangement of Type A, but rather a lively
piece that makes heavy use of acoustic guitars. Voice samples are featured and
even the original composition from the Game Boy makes a short appearance as
well! This piece will sound out of place at Luigi's Mansion, but just as
something to listen to, it's pretty catchy.

It is of note that while Type A and Type C's music are taken from real-world
compositions (Korobeiniki and French Suite No. 3 in B Minor respectively),
the origins of Type B are still unknown. Perhaps it's just an original
composition made for the game.
___________________________________
Title (3D Hot Rally)
Arrangement Supervisor: Kentaro Ishizaka
Source: Famicom Grand Prix II: 3D Hot Rally
Plays in: Mario Circuit
Unlock: Clear Target Smash level 5.

This is a pretty great-sounding rock arrangement of the title screen theme
from 3D Hot Rally. It may sound a bit mellow at the start, but it quickly
gives way to guitar riffs, a rock beat from drumset, and is also accompanied
by strings in certain parts of the track before looping to the beginning.
A great piece if you give it a shot and listen to it.
___________________________________
Tunnel Scene (X)
Arrangement Supervisor: Yusuke Takahama
Source: X
Plays in: Lylat Cruise
Unlock: Obtain a CD through normal gameplay.

This is an arrangement of a BGM from X that is played when your ship passes
through a warp tunnel to arrive at different areas on the main map. This is
notably played during the tunnel navigation in the first mission as well. This
is definitely one of my favorite pieces here, mainly because of the huge work
done in transforming Game Boy music into a track filled with modern effects
that truly convey that environment of exploring (and perhaps combating the
dangers) of outer space.
___________________________________
Mario Tennis / Mario Golf
Arrangement: Motoi Sakuraba
Source: Mario Tennis / Mario Golf
Plays in: Mario Circuit

Two themes combined into one track! A flourishing fanfare opens the way for
the Mario Tennis theme to play first, keeping most of the same sound from its
numerous incarnations intact. The Mario Golf theme then plays about a minute
into the piece, and is now also modeled with the same intensity that is
carried over from the Mario Tennis portion of the track. Brass mainly drives
the melody in Mario Tennis, while steel drums, winds, and strings have the
melody in Mario Golf. Hard-hitting percussion is constant throughout the
piece, along with some piano as well.
___________________________________
Marionation Gear
Arrangement: Masafumi Takada
Source: Chosoju Mecha MG
Plays in: Norfair

This is an arrangement of one of the battle themes of this mecha fighter game
which pretty much keeps most of the elements that are found in its original
composition from the DS cartridge. The piece starts off with a catchy piano
melody is set against a complex drum rhythm that soon switches over to an
electric guitar solo complete with fast single-note progressions. Pianos
return along with strings that act as a counter to the piano. Synths are also
present, and if you've played games like Custom Robo, then you know what kind
of synths to expect here. This track works so well on this stage, believe it
or not.
___________________________________
Title (Big Brain Academy)
Arrangement Supervisor: Toru Minegishi
Source: Big Brain Academy
Plays in: Distant Planet

This is an arrangement of the title screen theme for Big Brain Academy. The
Dr. Lobe vocal sound effect is kept intact, but the music has been given a
more upbeat and cheerier tone. Synths are the main force behind the music
here, and is supported by drums.
___________________________________
Golden Forest (1080° Snowboarding)
Source: 1080° Snowboarding
Plays in: Port Town Aero Dive
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the Golden Forest stage BGM in 1080°
Snowboarding. No changes have been made.
___________________________________
Battle Scene / Final Boss (Golden Sun)
Arrangement: Motoi Sakuraba
Source: Golden Sun: The Lost Age
Plays in: Norfair
Unlock: Obtain a CD through normal gameplay.

This is another one of those tracks that surprised me with its inclusion in
Brawl. This particular piece is an arranged medley of Felix's battle theme and
the Doom Dragon's battle theme in Golden Sun: The Lost Age. The piece opens
with the fanfare jingle to the Doom Dragon playing first, but then switching
to Felix's battle theme soon after. After the battle theme ends, the Doom
Dragon battle theme continues, and the track will continue to loop back to the
beginning of the Doom Dragon battle theme from then on. For all of his other
re-arrangements, Sakuraba's signature style of fast-paced rock is extremely
evident here, and I like it.
___________________________________
Excite Truck
Source: Excite Truck
Plays in: Mario Circuit
Unlock: Clear Target Smash level 2 in under 19 seconds.

This track is taken directly from the Fiji circuit BGM in Excite Truck. No
changes have been made.
___________________________________
===========
Metal Gear
===========
MGS4 ~Theme of Love~ Smash Bros. Brawl Version
Arrangement Supervisor: Akihiro Honda
Source: Metal Gear Solid 4: Guns of the Patriots
Plays in: Shadow Moses Island

This is an arrangement of the now well-known "Love Theme" from Metal Gear
Solid 4. The dreary, sorrowful tone that the original composition set has been
transformed into a fast-paced, intense piece reminiscent of way too many
action films. The vocals have been taken out in favor of a violin solo, and
the intensity of this arrangement really shines in the percussion section as
well as the entire orchestra's fortissimo dynamics at certain points in the
piece. Definitely one of my favorites.
___________________________________
Encounter
Arrangement: Yasufumi Fukuda
Source: Metal Gear Solid
Plays in: Shadow Moses Island

This is an arranged version of when an enemy unit spots you (the ALERT phase).
With a full orchestra, this sure sounds different from the original
arrangement. Nonetheless, this is still a great piece.
___________________________________
Theme of Tara
Arrangement Supervisor: Takahiro Nishi
Source: Metal Gear (MSX2)
Plays in: Shadow Moses Island

The opening fanfare in monaural sound (mono sound) is taken from when Snake
successfully intrudes Outer Heaven via underwater insertion. The main theme
then plays in stereo sound, and is taken from the first area of the game. This
arrangement happens to be made in a similar style to that of the Metal Gear
Solid series, where the pieces have the feeling of suspense. Aside from using
western-style guitar playing and deep brass, there's even a ticking time bomb
sound effect!
___________________________________
Battle in the Base
Source: Metal Gear Solid 3: Snake Eater
Plays in: Shadow Moses Island

This track is taken directly from the music that plays when you have been
spotted in the Graniny Gorki and Groznyj Grad areas (the ALERT phase). No
changes have been made.

(thanks to TheFinalBoss and malfoy30 for the correction!)
___________________________________
Yell "Dead Cell"
Source: Metal Gear Solid 2: Sons of Liberty
Plays in: Shadow Moses Island

This track is taken directly from the music that plays when you fight the
Dead Cell members, such as Vamp, in Metal Gear Solid 2: Sons of Liberty. No
changes have been made.
___________________________________
Cavern
Source: Metal Gear Solid
Plays in: Shadow Moses Island

This track is taken directly from when you make your escape from the cell
after the DARPA chief is killed in Metal Gear Solid. No changes have been
made.
___________________________________
Snake Eater (Instrumental)
Source: Metal Gear Solid 3: Snake Eater
Plays in: Shadow Moses Island
Unlock: Brawl on the Shadow Moses Island stage 15 times.

This track is taken directly from the main theme of Metal Gear Solid 3: Snake
Eater. This is the instrumental version that plays during the final boss
battle, when the ten-minute time limit begins to run out. No other changes
have been made.

(thanks to TX 55 for the correction!)
___________________________________
Theme of Solid Snake
Source: Metal Gear 2: Solid Snake
Plays in: Shadow Moses Island
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the introduction sequence that features the
credits for Metal Gear 2: Solid Snake on the MSX2. No changes have been made.
___________________________________
Calling to the Night
Source: Metal Gear Solid Portable Ops
Plays in: Shadow Moses Island
Unlock: Obtain a CD through normal gameplay.

This track is taken directly from the ending theme for Metal Gear Solid
Portable Ops. This arrangement loops back to the immediate beginning as soon
as the song finishes the last stanza.

Lyrics:
Through the night, to the day,
when everything is gone.
Carry the soul away from the dryness.

In the sun we see,
fighting over lives.
All our dreams and wishes
we send home for safe keeping.
Fighting for what’s right.

Calling to the night, to dream,
forgain in the light,
waiting for a storm to rise.
Feel the isolation fleeting.
Calling to the night,
to be,
or not to be fighting here.
Leaving without you,
leaving my soul behind.
Calling to the night,
corners of golden crown fade with time.

Calling to the night,
for us,
for every single life.
All the ashes of men remain
as a perfect memory.
Calling to the night...

But the heart will remain,
as a silhouette of time.
Hear the ringing echoes
in the splitting horizon,
calling to the night...
___________________________________
===================
SONIC THE HEDGEHOG
===================
Green Hill Zone
Source: SONIC THE HEDGEHOG (1991)
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This track is taken directly from the Green Hill Zone BGM in the first Sonic
the Hedgehog game. No changes have been made.
___________________________________
Angel Island Zone
Arrangement Supervisor: Jun Senoue
Source: SONIC THE HEDGEHOG 3
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This is an arrangement of the Angel Island Zone Act 1 BGM made specifically
for this game. This track makes full use of the rock style used in recent 3D
Sonic games, incorporating fast drums, synths taken from the original
composition, and bass guitar lines that are audible enough to support the
signature guitar playing style of Jun Senoue.

Also, this particular track can also be found as a bonus track on the True
Blue: The Best of Sonic the Hedgehog CD entitled, "Angel Island Zone (SSBB
Remix)."
___________________________________
Scrap Brain Zone
Source: SONIC THE HEDGEHOG (1991)
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This track is taken directly from the Scrap Brain Zone BGM in the first Sonic
the Hedgehog game. No changes have been made.
___________________________________
Emerald Hill Zone
Source: SONIC THE HEDGEHOG 2
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This track is taken directly from the Emerald Hill Zone BGM in Sonic the
Hedgehog 2. No changes have been made.
___________________________________
Sonic Boom
Source: SONIC THE HEDGEHOG CD
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This track is taken directly from the main theme of Sonic CD, "Sonic Boom,"
which appears notably in the opening movie of the game. The only change made
to this track was that this track continuously loops.

Lyrics:
If you're strong, you can fly,
you can reach the other side of the rainbow.
It's alright, take a chance,
'cause there is no circumstance
that you can't handle.
(When you use your mind!)

Sonic boom, sonic boom, sonic boom!
(Trouble keeps you running faster!)
Sonic boom, sonic boom, sonic boom!
(Save the planet from disaster!)

Through the dark, to the light,
it's a super sonic flight,
gotta keep it goin'!

Sonic boom, sonic boom, sonic boom!
(Trouble keeps you running faster!)
Sonic boom, sonic boom, sonic boom!
(Save the planet from disaster!)
Sonic boom, sonic boom, sonic boom!
(Spinnin' through the world in motion!)
Sonic boom, sonic boom, sonic boom!
(Save the planet from disaster!)
___________________________________
Super Sonic Racing
Source: SONIC R
Plays in: Green Hill Zone
Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
        Hill Zone stage to have this CD appear through normal gameplay.

This is taken directly from the Radiant Emerald Zone BGM when using Super
Sonic in Sonic R. The only change here is that when after the bridge finishes,
the track immediately loops to the first verse, whereas it would continue to
finish with the chorus.

Lyrics:
Come on run away;
you don't have to stay.
You're running out of time,
but you're doing fine.
 
So stay on track
and don't look back.
Just feel the haste;
come on now race!
 
Everybody Super Sonic racing!
Try to keep your feet right on the ground!
When you're Super Sonic racing,
there's no time to look around!
With just Super Sonic racing,
running to the point of no return!
Everybody Super Sonic racing!
Come on let the fire burn!

Everybody, everybody, everybody!
 
Don't you know?
We really have to go
to a place
where you can feel my heart just race!
___________________________________
Open Your Heart
Source: SONIC ADVENTURE
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This is a shortened version of the main theme for Sonic Adventure and the
music that plays when fighting the first portion of Perfect Chaos. This track
consists of the first verse, chorus, and guitar solo before looping to the
beginning.

Lyrics:
Thunder, rain, and lightning.
Danger, water rising.
Clamour, sirens wailing.
It's such a bad sign...

Shadows of dark creatures.
Steel clouds floating in the air.
People run for shelter.
"What's gonna happen to us?!"

All the steps we take,
all the moves we make,
all the pain at stake.
I see the chaos for everyone,
"Who are we, what can we do?"
You and I are the same in the way that
we have our own styles that we won't change
Yours is filled with evil and mine's not;
there is no way I can lose!

Can't hold on much longer...
(But I will never let go!)
I know it's a one-way track...
(Tell me now how long this'll last!)
I'm not gonna think this way...
(Nor will I count on others!)
Close my eyes and feel it burn...
(Now I see what I've gotta do!)

Open your heart and you will see!
___________________________________
Live & Learn
Source: SONIC ADVENTURE 2
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This is a shortened version of the main theme for Sonic Adventure 2 and the
music that plays when fighting The Finalhazard. This track consists of the
first verse, chorus, and the guitar solo before looping to the beginning.

Lyrics:
Can you feel life movin' through your mind?
Ooooh, looks like it came back for more!
Yeaaaaaah!
Can you feel time slippin' down your spine?
Ooooh, you try and try to ignore!
Yeaaaaaah!

But you can hardly swallow
your fears and pain,
when you can't help but follow!
It puts you right back where you came!

Live and learn!
Hanging on the edge of tomorrow!
Live and learn!
From the works of yesterday!
Live and learn!
If you beg or if you borrow!
Live and learn!
You may never find your way!

Whoa, whoa, whoa
Oh yeah!
___________________________________
Sonic Heroes
Source: SONIC HEROES
Plays in: Green Hill Zone
Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
        Hill Zone stage to have this CD appear through normal gameplay.

This is a shortened version of the main theme for Sonic Heroes. The
arrangement found in this game is comprised of the first few verses, the
chorus, and the bridge before looping to the beginning of the first verse.

Lyrics (thanks to Tom Malina for providing them!):
What comes up, must come down;
Yet my feet don't touch the ground!
See the world spinnin' upside down!
A mighty crash without a sound!

I can feel your every rage;
Step aside I'll turn the page;
Breakin' through your crazy maze;
Like a laser beam, my eye's on you!

Watch me rule the night away!
Watch me save the day!
Feel my storm is gettin' close.
Headed your way!

Sonic Heroes! (Sooonic Heee-roes!)
Bind you; Confine you; defying your reign!
Sonic Heroes! (Sooonic Heee-roes!)
Setting the stage for a heroes' parade!

You can bet there ain't no doubt, as the words spill from the mouth:
Of a Heee-roe!
I can chase another day, fight you all the way!
Like a hero!

And together, we stand strong, no matter how!
No one can bring us down!
Heeee-eeey!

Sonic Heroes! (Sooonic Heee-roes!)
Bind you; Confine you; defying your reign!
Sonic Heroes! (Sooonic Heee-roes!)
Setting the stage for a heroes' parade!
___________________________________
Right There, Ride On
Source: SONIC RUSH
Plays in: Green Hill Zone
Unlock: Obtain a CD through normal gameplay. You must first unlock the Green
        Hill Zone stage to have this CD appear through normal gameplay.

This is taken directly from the BGM for Act 1 of the Leaf Storm Zone in Sonic
Rush. No changes have been made.

Lyrics (thanks to Tom Malina for providing them!):
Ohhh! Ohhh!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there,
Ride on!

Right there! Ohhh, ohh! Ride on!
Right there! Ohhh, ohh! Ride on!
Right there! Ohhh, ohh! Ride on!
Right right, right right there!

Ohhh ohhh!

Ride On!

Right there!
Right there!
Right there!
Right there!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there,
ride on!

Ohhh ohhh!

Right, right, right right, right!
Right, right, right right, right!
Right, right, right right, right! (Ohhh ohh!)
Right, right, right right, right! (Ohhh ohh!)
There, there, there there, there! (Ohhh ohh!)
Right, right, right right, right! (Ohhh ohh!)

Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there, ride on!
Right there,
ride oooonnnnn!
___________________________________
HIS WORLD (Instrumental)
Source: SONIC THE HEDGEHOG (2006)
Plays in: Green Hill Zone
Unlock: Brawl on the Green Hill Zone stage 10 times.

This isn't actually found in the original game, per se, but this instrumental
is taken directly from the trailers found in E3 2K6 and many Xbox 360 demo
stands in stores such as Best Buy and GameStop. No changes have been made.
___________________________________
Seven Rings In Hand
Source: Sonic and the Secret Rings
Plays in: Green Hill Zone
Unlock: Unlock Sonic

This is a shortened version of the main theme for Sonic and the Secret Rings
and the music that plays when fighting Alf Layla wa-Layla. The arrangement
found in this game is comprised of different portions from the original
composition.

Lyrics (thanks to Tom Malina for providing them!):
Make-beliefs reborn
Myths in minds re-thought
Question all that's known
Legends blurred and torn

Make-beliefs reborn (Make-beliefs reborn)
Myths in mind re-thought (Myths in mind re-thought)
Question all that's known (Question all that's known)
Legends blurred and torn (Legends blurred and torn) (Blurred and torn)

No such thing as fate for those who speed
A path out of time instead of just living it
So many things need a push or pull to begin
Un-free to move unless another hand gets in

Be it all the same it's never the same
Just like that just nothing it all just means
Nothing it all just means

If all as is then it's never as is
Back to fact make real of all that seems
Make real of all that seems

Seven rings in hand speed through nights with feet in sand
Seven rings in hand wonders all under command
Seven rings in hand wild with just one single hand
Seven rings in hand arrowed hearts catch fire now

Seven rings in hand
Nights with feet in sand
Seven rings in hand
Seven rings in hand

Make-beliefs reborn (Make-beliefs reborn)
Myths in mind re-thought (Myths in mind re-thought)
Question all that's known (Question all that's known)
Legends blurred and torn (Legends blurred and torn) (Blurred and torn)
___________________________________
===============
Victory Themes
===============
While I wasn't originally planning on including these, several e-mails from
readers pretty much convinced me to add this section. So I figured, "why not?"
___________________________________

______________________________________________________________________________
                           |VI. My Music Listings|
                            ---------------------

This section shows the specific selections for each stage.
____________
Battlefield
------------
Battlefield
Menu (Super Smash Bros. Melee)
Battlefield Ver.2
Battlefield (Melee)
Multi-Man Melee 1 (Melee)
__________________
Final Destination
------------------
Final Destination
Credits (Super Smash Bros.)
Opening (Super Smash Bros. Melee)
Final Destination (Melee)
Giga Bowser (Melee)
______________
Delfino Plaza
--------------
Delfino Plaza
Title / Ending (Super Mario World)
Main Theme (New Super Mario Bros.)
Ricco Harbor
Main Theme (Super Mario 64)
________________
Luigi's Mansion
----------------
Luigi's Mansion Theme
Castle / Boss Fortress (Super Mario World / SMB 3)
Airship Theme (Super Mario Bros. 3)
Tetris: Type A
Tetris: Type B
__________________
Mushroomy Kingdom
------------------
(Ground)
Ground Theme (Super Mario Bros.)
Ground Theme 2 (Super Mario Bros.)
Gritzy Desert

(Underground)
Underground Theme (Super Mario Bros.)
Underwater Theme (Super Mario Bros.)
Underground Theme (Super Mario Land)
______________
Mario Circuit
--------------
Mario Circuit
Luigi Circuit
Waluigi Pinball
Rainbow Road
Mario Tennis / Mario Golf
Excite Truck
Title (3D Hot Rally)
_____________
Rumble Falls
-------------
Jungle Level Ver.2
Jungle Level
King K. Rool / Ship Deck 2
Bramble Blast
Battle for Storm Hill
DK Jungle 1 Theme (Barrel Blast)
The Map Page / Bonus Level
________________
Bridge of Eldin
----------------
Main Theme (The Legend of Zelda)
Ocarina of Time Medley
Title (The Legend of Zelda)
The Dark World
Hidden Mountain & Forest
Hyrule Field Theme
Main Theme (Twilight Princess)
The Hidden Village
Midna's Lament
____________
Pirate Ship
------------
Dragon Roost Island
The Great Sea
Tal Tal Heights
Song of Storms
Gerudo Valley
Molgera Battle
Village of the Blue Maiden
Termina Field
________
Norfair
--------
Main Theme (Metroid)
Ending (Metroid)
Norfair
Theme of Samus Aran, Space Warrior
Battle Scene / Final Boss (Golden Sun)
Marionation Gear
________________
Frigate Orpheon
----------------
Vs. Ridley
Vs. Parasite Queen
Opening / Menu (Metroid Prime)
Sector 1
Vs. Meta Ridley
Multiplayer (Metroid Prime 2)
_______________
Yoshi's Island
---------------
Obstacle Course
Ending (Yoshi's Story)
Yoshi's Island
Flower Field
Wildlands
________
Halberd
--------
Meta Knight's Revenge
The Legendary Air Ride Machine
Gourmet Race
Butter Building
King Dedede's Theme
Squeek Squad Theme
Vs. Marx
0˛ Battle
Boss Theme Medley
Checker Knights
Forest / Nature Area
Frozen Hillside
_____________
Lylat Cruise
-------------
Space Armada
Corneria
Main Theme (Star Fox)
Main Theme (Star Fox 64)
Area 6
Area 6 Ver. 2
Star Wolf
Star Wolf (Star Fox: Assault)
Space Battleground
Break Through The Ice
Tunnel Scene (X)
__________________
Pokémon Stadium 2
------------------
Pokémon Main Theme
Road to Viridian City (From Pallet Town / Pewter City)
Pokémon Center
Pokémon Gym / Evolution
Wild Pokémon Battle! (Ruby / Sapphire)
_____________
Spear Pillar
-------------
Victory Road
Dialga / Palkia Battle at Spear Pillar!
Wild Pokémon Battle! (Diamond / Pearl)
Team Galactic Battle!
Route 209
____________________
Port Town Aero Dive
--------------------
Mute City
Fire Field
White Land
Car Select
Dream Chaser
Devil's Call in Your Heart
Climb Up! And Get The Last Chance!
Brain Cleaner
Shotgun Kiss
Planet Colors
Golden Forest (1080° Snowboarding)
Mach Rider (Melee)
_____________
Castle Siege
-------------
Fire Emblem Theme
With Mila's Divine Protection (Celica Map 1)
Attack
Preparing to Advance
Winning Road - Roy's Hope
Shadow Dragon Medley
Ike's Theme
Against the Dark Knight
Crimean Army Sortie
Power-Hungry Fool
Victory is Near
Fire Emblem (Melee)
________________
WarioWare, Inc.
----------------
WarioWare, Inc.
WarioWare, Inc. Medley
Ashley's Song
Ashley's Song (JP)
Mike's Song
Mike's Song (JP)
Mona Pizza Song
Mona Pizza Song (JP)
_______________
Distant Planet
---------------
Main Theme (Pikmin)
World Map (Pikmin 2)
Stage Clear / Title (Pikmin)
Forest of Hope
Ai no Uta
Ai no Uta (French Version)
Tane no Uta
Environmental Noises
Title (Big Brain Academy)
___________
Smashville
-----------
Title (Animal Crossing)
Go K.K. Rider!
2:00 a.m.
Town Hall and Tom Nook's Store
The Roost

During K.K. Slider's concert (more info in IX. Not In The Sound Test!):
K.K. Condor
K.K. Cruisin'
K.K. Gumbo
K.K. Western
DJ K.K.
Rockin' K.K.
______________
New Pork City
--------------
Porky's Theme
Unfounded Revenge / Smashing Song of Praise
Mother 3 Love Theme
You Call This a Utopia?!
Humoresque of a Little Dog
Snowman
_______
Summit
-------
Ice Climber
Balloon Trip
Shin Onigashima
Clu Clu Land
Icicle Mountain (Melee)
_________
Skyworld
---------
Underworld
Skyworld
Title (Kid Icarus)
Kid Icarus Original Medley
____
75m
----
Donkey Kong
Opening (Donkey Kong)
25m BGM
____________
Mario Bros.
------------
Mario Bros.
Gyromite
Famicom Medley
Power-Up Music
Douchuumen (Nazo no Murasamejo)
____________
Flat Zone 2
------------
Flat Zone 2
Chill (Dr. Mario)
Flat Zone (Melee)
__________
PictoChat
----------
PictoChat
Mii Channel
Wii Shop Channel
Brain Age: Train Your Brain in Minutes a Day
Opening Theme (Wii Sports)
Charge! (Wii Play)
Shaberu! DS Cooking Navi
Lip's Theme (Panel de Pon)
Dr. Mario (Melee)
____________________
Shadow Moses Island
--------------------
MGS4 ~Theme of Love~ Smash Bros. Brawl Version
Encounter
Theme of Tara
Battle in the Base
Yell "Dead Cell"
Cavern
Snake Eater (Instrumental)
Theme of Solid Snake
Calling to the Night
________________
Green Hill Zone
----------------
Green Hill Zone
Angel Island Zone
Scrap Brain Zone
Emerald Hill Zone
Sonic Boom
Super Sonic Racing
Open Your Heart
Live & Learn
Sonic Heroes
Right There, Ride On
HIS WORLD (Instrumental)
Seven Rings in Hand
_______
Temple
-------
Great Temple / Temple
Temple (Melee)
_______________________
Yoshi's Island (Melee)
-----------------------
Yoshi's Island (Melee)
Super Mario Bros. 3 (Melee)
_____________
Jungle Japes
-------------
Jungle Japes (Melee)
Kong Jungle (Melee)
______
Onett
======
Mother (Melee)
Mother 2 (Melee)
_________
Corneria
---------
Corneria (Melee)
Venom (Melee)
_______________
Rainbow Cruise
---------------
Rainbow Cruise (Melee)
Princess Peach's Castle (Melee)
_____________
Green Greens
-------------
Green Greens (Melee)
Fountain of Dreams (Melee)
_________
Big Blue
---------
Big Blue (Melee)
Mute City (Melee)
_________
Brinstar
---------
Brinstar (Melee)
Brinstar Depths (Melee)
________________
Pokémon Stadium
----------------
Pokémon Stadium (Melee)
Battle Theme (Melee)
Poké Floats (Melee)
_____
Menu
-----
NOTE: To access the Menu's My Music, go to the Melee Stages, and you'll see a
      space there that when selected, will pull up the Menu's My Music.

Menu 1
Menu 2
Menu (Melee)
Super Smash Bros. Brawl Main Theme
______________________________________________________________________________
                          |VII. Audio Rip Listings|
                           -----------------------

I dedicate this section to Black_Knight, Skunk, DarkShadowRage, Plankton614,
Chernabogue54 and many other posters from the forums at ffshrine.org for their
work in tagging the game's audio rip. The listing below is used with
permission from Black_Knight.

This is the listing for the game's audio rip. If you happen to have stumbled
across the rip itself and somehow have incomplete tags, then this is the place
where you can go to.

Before you start, here's instructions from Black_Knight on how to navigate
this list:

"Composer is the original artist who created it. Artist is the arranger for
the Brawl Remix. An astrix denotes that it's the original track. And it's
listed by the tracklist from the rip, (A01 and so forth) and there are some
empty spots where there wasn't a track. So don't sweat it if it looks
incomplete."

The aforementioned missing tracks will be covered in X. The Cut Tracks.

Mario Bros.
A01 - Ground Theme - Super Mario Bros.
(Composer: Koji Kondo, Artist: Koji Kondo)

A02 - Underground Theme - Super Mario Bros.
(Composer: Koji Kondo, Artist: Kentaro Ishizaka)

A03 - Underwater Theme - Super Mario Bros.
(Composer: Koji Kondo, Artist: Shogo Sakai)

A04 - Underground Theme ~Easton Kingdom~ - Super Mario Land
(Composer: Hirokazu Tanaka, Artist: Koji Hayama)

A05 - Airship Theme - Super Mario Bros. 3
(Composer: Koji Kondo, Artist: Motoi Sakuraba)

A06 - Castle / Boss Fortress - Super Mario World / SMB3
(Composer: Koji Kondo, Artist: Yusuke Takahama)

A07 - Title / Ending - Super Mario World
(Composer: Koji Kondo, Artist: Shota Kageyama)

A08 - Main Theme - New Super Mario Bros.
(Composer: Koji Kondo, Artist: Shogo Sakai)

A09 - Luigi's Mansion Theme - Luigi's Mansion
(Composer: Kazumi Totaka, Shinobu Tanaka, Artist: Shogo Sakai)

A10 - Gritzy Desert - Mario & Luigi: Partners in Time
(Composer: Yoko Shimomura, Artist: Yoko Shimomura)

A13 - Delfino Plaza* - Super Mario Sunshine
(Composer: Koji Kondo and Shinobu Tanaka)

A14 - Ricco Harbor* - Super Mario Sunshine
(Composer: Koji Kondo and Shinobu Tanaka)

A15 - Bob-Omb Battlefield* - Super Mario 64
(Composer: Koji Kondo)

A16 - Ground Theme Ver.2 - Super Mario Bros.
(Composer: Koji Kondo, Artist: Masaaki Iwasaki)

A17 - Mario Bros. - Mario Bros.
(Composer: Hirokazu Tanaka, Artist: Shogo Sakai)

A20 - Mario Circuit - Super Mario Kart
(Composer: Soyo Oka, Taro Bando, Artist: Yusuke Takahama)

A21 - Luigi Circuit - Mario Kart 64
(Composer: Kenta Nagata, Artist: Yasufumi Fukuda)

A22 - Waluigi Pinball - Mario Kart DS
(Composer: Shinobu Tanaka, Artist: Kentaro Ishizaka)

A23 - Rainbow Road* - Mario Kart Double Dash!!
(Composer: Shinobu Tanaka and Kenta Nagata)


Donkey Kong

B01 - Jungle Level - Donkey Kong Country
(Composer: David Wise, Artist: Kentaro Ishizaka)

B02 - The Map Page / Bonus Level* - Donkey Kong Country
(Composer: Eveline Fischer and David Wise)

B03 - Opening - Donkey Kong
(Composer: Yukio Kaneoka, Artist: Shota Kageyama)

B04 - Donkey Kong - Donkey Kong
(Composer: Yukio Kaneoka, Artist: Hirokazu Tanaka ex.)

B05 - King K.Rool / Ship Deck 2 - Donkey Kong Country
(Composer: David Wise, Artist: Shogo Sakai)

B06 - Bramble Blast - Donkey Kong Country 2: Diddy's Kong Quest
(Composer: David Wise, Artist: Michiko Naruke)

B07 - Battle for Storm Hill* - Donkey Kong Jungle Beat
(Composer: Mahito Yokota)

B08 - Jungle Level Ver. 2 - Donkey Kong Country
(Composer: David Wise, Artist: Motoi Sakuraba)

B09 - 25m Theme* - Donkey Kong
(Composer: Yukio Kaneoka)

B10 - DK Jungle 1 Theme* - Donkey Kong: Barrel Blast 


The Legend of Zelda

C01 - Title - The Legend of Zelda
(Composer: Koji Kondo, Artist: Shogo Sakai)

C02 - Main Theme - The Legend of Zelda
(Composer: Koji Kondo, Artist: Yuzo Koshiro)

C03 - Great Temple / Temple - The Legend of Zelda II: The Adventure of Link
(Composer: Akito Nakatsuka, Artist: Shogo Sakai)

C04 - The Dark World - The Legend of Zelda: A Link to the Past
(Composer: Koji Kondo, Artist: Arata Iiyoshi)

C05 - Hidden Mountain & Forest - The Legend of Zelda: Link to the Past
(Composer: Koji Kondo, Artist: Shota Kageyama)

C07 - Tal Tal Heights - The Legend of Zelda: Link's Awakening
(Composer: Yuichi Ozaki, Kazumi Totaka, Minako Hamano, Kazue Ishikawa,
 Artist: Yusuke Takahama)

C08 - Hyrule Field Theme - The Legend of Zelda: Ocarina of Time
(Composer: Koji Kondo, Artist: Yutaka Iraha)

C09 - Ocarina of Time Medley (Zelda's Lullaby, Sun's Song, Song of Storms,
      Epona's Song, Song of Time, Saria's Song) - The Legend of Zelda:
      Ocarina of Time
(Composer: Koji Kondo, Artist: Michiko Naruke)

C10 - Song of Storms (Windmill, Ganonorf's Theme, Serenade of Water) - The
      Legend of Zelda: Ocarina of Time
(Composer: Koji Kondo, Artist: Tsukasa Masuko)

C11 - Molgera Battle* - The Legend of Zelda: The Wind Waker
(Composer: Koji Kondo, Kenta Nagata, Hajime Wakai, and Toru Minegishi)

C12 - Restored Village of the Blue Maiden* - The Legend of Zelda: Four Swords
      Adventures
(Composer: Asuka Ohta)

C13 - Gerudo Valley* - The Legend of Zelda: Ocarina of Time
(Composer: Koji Kondo)

C14 - Termina Field Theme* - The Legend of Zelda: Majora's Mask
(Composer: Koji Kondo)

C15 - Dragon Roost Island* - The Legend of Zelda: The Wind Waker
(Composer: Kenta Nagata)

C16 - The Great Sea* - The Legend of Zelda: The Wind Waker
(Composer: Koji Kondo, Kenta Nagata, Hajime Wakai, and Toru Minegishi)

C17 - Main Theme* - The Legend of Zelda: Twilight Princess
(Composer: Koji Kondo, Toru Minegishi and Asuka Ota)

C18 - Hidden Village* - The Legend of Zelda: Twilight Princess
(Composer: Koji Kondo, Toru Minegishi and Asuka Ota)

C19 - Midna's Desperate Hour* - The Legend of Zelda: Twilight Princess
(Composer: Koji Kondo, Toru Minegishi and Asuka Ota)


Metroid

D01 - Main Theme (Brinstar, with voice) - Metroid/Metroid Prime Pinball
(Composer: Hirokazu Tanaka, Artist: Kenji Yamamoto, Jay Ward)

D02 - Norfair - Metroid
(Composer: Hirokazu Tanaka, Artist: Yuzo Koshiro)

D03 - Ending - Metroid
(Composer: Hirokazu Tanaka, Artist: Tsukasa Masuko)

D04 - Vs. Ridley - Super Metroid
(Composer: Minako Hamano, Artist: Yusuke Takahama)

D05 - Theme of Samus Aran, Space Warrior - Super Metroid
(Composer: Kenji Yamamoto, Artist: Masato Kouda)

D06 - Sector 1 - Metroid Fusion
(Composer: Minako Hamano, Artist: Minako Hamano)

D07 - Opening / Menu (with voice) - Metroid Prime
(Composer: Kenji Yamamoto, Artist: Kenji Yamamoto, Jay Ward)

D08 - Vs. Parasite Queen* - Metroid Prime
(Composer: Kenji Yamamoto)

D09 - Vs. Meta-Ridley* - Metroid Prime
(Composer: Kenji Yamamoto)

D10 - Multiplayer* - Metroid Prime 2: Echoes
(Composer: Kenji Yamamoto)


Yoshi

E01 - Ending - Yoshi's Story
(Composer: Kazumi Totaka, Artist: Masafumi Takada)

E02 - Obstacle Course - Yoshi's Island
(Composer: Koji Kondo, Artist: Shota Kageyama)

E03 - Yoshi's Island
(Composer: Koji Kondo, Artist: Noriyuki Iwadare)

E05 - Flower Garden - Yoshi Touch & Go
(Composer: Asuka Ohta and Toru Minegishi, Artist: Asuka Ota)

E06 - Wildlands - Yoshi's Island DS
(Composer: Yutaka Minobe and CHAMY.Ishi, Artist: Shogo Sakai)

E07 - Obstacle Course Ver.2 - Yoshi's Island
(Composer: Koji Kondo)


Kirby

F01 - Legendary Air Ride Machine - Kirby Air Ride*
(Composer: Jun Ishikawa, Hirokazu Ando, Shogo Sakai, and Tadashi Ikegami,
 Artist: Shogo Sakai)

F02 - King Dedede's Theme - Kirby's Dream Land
(Composer: Jun Ishikawa, Artist: Yoko Shimomura)

F03 - Boss Theme Medley - Kirby Series
(Composer: Jun Ishikawa, Hirokazu Ando, Dan Miyakawa, Tadashi Ikegami, Shogo
 Sakai, 
 Artist: Kentaro Ishizaka)

F04 - Butter Building - Kirby's Adventure
(Composer: Jun Ishikawa, and Hirokazu Ando, Artist: Jun Fukuda)

F05 - Gourmet Race - Kirby Super Star
(Composer: Jun Ishikawa and Dan Miyakawa, Artist: Motoi Sakuraba)

F06 - Meta Knight's Revenge - Kirby Super Star
(Composer: Jun Ishikawa and Dan Miyakawa, Artist: Noriyuki Iwadare)

F07 - Vs. Marx - Kirby Super Star
(Composer: Jun Ishikawa and Dan Miyakawa, Artist: Yasunori Mitsuda)

F08 - Zero Two - Kirby 64: The Crystal Shards
(Composer: Jun Ishikawa and Hirokazu Ando, Artist: Koji Hayama)

F09 - Forest / Nature Area* - Kirby & The Amazing Mirror
(Composer: Atsuyoshi Isemura and Hironobu Ingaki)

F10 - Checker Knights* - Kirby Air Ride
(Composer: Akira Miyagawa)

F11 - Frozen Hillside* - Kirby Air Ride
(Composer: Jun Ishikawa, Hirokazu Ando, Shogo Sakai, and Tadashi Ikegami)

F12 - Squeak Battle - Kirby: Squeak Squad
(Composer: Jun Ishikawa, Hirokazu Ando, Tadashi Ikegami, Shogo Sakai,
 Artist: Hirokazu Tanaka ex.)


Star Fox

G01 - Main Theme - Star Fox
(Composer: Hajime Hirasawa, Artist: Seiji Momoi)

G02 - Corneria - Star Fox
(Composer: Hajime Hirasawa, Artist: Kentaro Ishizaka)

G03 - Main Theme - Star Fox 64
(Composer: Koji Kondo, Hajime Wakai, Artist: Yusuke Takahama)

G04 - Area 6 - Star Fox 64
(Composer: Koji Kondo, Hajime Wakai, Artist: Hajime Wakai)

G05 - Star Wolf - Star Fox 64
(Composer: Koji Kondo, Hajime Wakai, Artist: Kentaro Ishizaka)

G07 - Space Battleground* - Star Fox: Assault
(Composer: Yoshie Arakawa, Yoshinori Kanemoto)

G08 - Break Through the Icefield* - Star Fox: Assault
(Composer: Yoshie Arakawa, Yoshinori Kanemoto)

G09 - Star Wolf* - Star Fox: Assault
(Composer: Koji Kondo, Hajime Wakai,
 Artist: Yoshie Arakawa, Yoshinori Kanemoto)

G10 - Space Armada - Star Fox
(Composer: Hajime Hirasawa, Artist: Kenji Ito)

G11 - Area 6 Ver.2 - Star Fox 64
(Composer: Koji Kondo, Hajime Wakai, Artist: Hajime Wakai)


Pokémon

H01 - Pokémon Main Theme - Pokémon
(Composer: Junichi Masuda, Artist: Seiji Momoi)

H02 - Pokémon Center Theme - Pokémon
(Composer: Junichi Masuda, Artist: Kentaro Ishizaka)

H03 - Route 1 / Viridian City - Pokémon
(Composer: Junichi Masuda, Artist: Shogo Sakai)

H04 - Pokémon Gym / Evolution - Pokémon
(Composer: Junichi Masuda, Artist: Kenichi Okuma)

H05 - Wild Pokémon Battle! - Pokémon Ruby / Sapphire
(Composer: Junichi Masuda, Artist: Shogo Sakai)

H06 - Elite 4 Building - Pokémon Ruby / Sapphire
(Composer: Go Ichinose, Artist: Motoi Sakuraba)

H07 - Wild Pokémon Battle! - Pokémon Diamond / Pearl
(Composer: Junichi Masuda, Artist: Yuka Tsujiyoko)

H08 - Dialga/Palkia Battle! / Spear Pillar - Pokémon Diamond / Pearl
(Composer: Junichi Masuda, Artist: Takahiro Nishi)

H09 - Team Galactic Battle! - Pokémon Diamond / Pearl
(Composer: Junichi Masuda, Artist: Masato Kouda)

H10 - Route 209 (Night) - Pokémon Diamond / Pearl
(Composer: Hitomi Sato, Artist: Shogo Sakai)


F-Zero

I01 - Mute City - F-Zero
(Composer:Yumiko Kanki, Artist: Yasufumi Fukuda)

I02 - White Land - F-Zero
(Composer:Yumiko Kanki, Artist: Arata Iiyoshi)

I03 - Fire Field - F-Zero
(Composer:Yumiko Kanki, Artist: Yusuke Takahama)

I04 - Car Select* - F-Zero X
(Composer: Taro Bando)

I05 - Dream Chaser ~Silence~* - F-Zero X
(Composer: Taro Bando, Hajime Wakai)

I06 - Devil's Call in Your Heart ~Devil's Forest~* - F-Zero X
(Composer: Taro Bando, Hajime Wakai)

I07 - Climb Up! And Get The Last Chance! ~White Land~* - F-Zero X
(Composer: Taro Bando, Hajime Wakai)

I08 - Brain Cleaner ~Replay~* - F-Zero GX 
(Composer: Hidenori Shoji)

I09 - Shotgun Kiss ~Vegas Palace/Casino Palace~* - F-Zero GX
(Composer: Hidenori Shoji)

I10 - Planet Colors ~Green Plant~* - F-Zero GX
(Composer: Hidenori Shoji)


Fire Emblem

J02 - Fire Emblem Theme - Fire Emblem: Shadow Dragons and the Blade of Light
(Composer: Yuka Tsujiyoko,
 Artist: Shogo Sakai, Taizo Takemoto, Oriko Takahashi, Ken Nishikiori)

J03 - Shadow Dragon Medley - Fire Emblem: Shadow Dragons and the Blade of
                                          Light
(Composer: Yuka Tsujiyoko, Artist: Keigo Ozaki)

J04 - With Mila's Divine Protection (Celica Map 1) - Fire Emblem Gaiden
(Composer: Yuka Tsujiyoko, Artist: Noriyuki Iwadare)

J06 - Preparing to Advance - Fire Emblem: The Sacred Stones
(Artist: Yuka Tsujiyoko)

J07 - Winning Road ~Roy's Hope - Fire Emblem: Sword of Seals
(Composer: Yuka Tsujiyoko, Artist: Kentaro Ishizaka)

J08 - Attack - Fire Emblem: Blazing Sword
(Composer: Yuka Tsujiyoko, Artist: Kenji Ito)

J09 - Against the Dark Knight* - Fire Emblem: Path of Radiance

J10 - Crimean Army Sortie* - Fire Emblem: Path of Radiance

J11 - Powerhungry Fool* - Fire Emblem: Path of Radiance

J12 - Victory Is Near* - Fire Emblem: Path of Radiance

J13 - Ike's Theme* - Fire Emblem: Radiant Dawn


Mother / Earthbound

K01 - Snowman - EarthBound (Mother)
(Composer: Hirokazu Tanaka, Artist: Shogo Sakai)

K05 - Humoresque of a Little Dog - Mother
(Composer: Hirokazu Tanaka, Artist: Masato Kouda)

K07 - Porky's Theme - Mother 3
(Composer: Shogo Sakai, Artist: Shogo Sakai)

K08 - Mother 3 Love Theme - Mother 3
(Composer: Shogo Sakai, Artist: Shogo Sakai)

K09 - Unfounded Revenge / Smashing Song of Praise - Mother 3
(Composer: Shogo Sakai, Artist: Kentaro Ishizaka)

K10 - Isn't It Utopia?! - Mother 3
(Composer: Shogo Sakai, Artist: Kentaro Ishizaka)


Pikmin

L01 - World Map - Pikmin 2
(Composer: Hajime Wakai, Artist: Yasunori Mitsuda)

L02 - Forest of Hope* - Pikmin
(Composer: Hajime Wakai, Artist: Hajime Wakai)

L03 - Environmental Noises - Pikmin
(Composer: Hajime Wakai, Artist: Takahiro Nishi)

L04 - Ai no Uta (Japanese Version)* - Pikmin
(Composer: Strawberry Flower, Artist: Strawberry Flower)

L05 - Tane no Uta* - Pikmin 2
(Composer: Strawberry Flower, Artist: Strawberry Flower)

L06 - Main Theme* - Pikmin
(Composer: Hajime Wakai, Artist: Hajime Wakai)

L07 - Stage Clear / Title - Pikmin
(Composer: Hajime Wakai, Artist: Kentaro Ishizaka)

L08 - Ai no Uta (French CM Version)* - Pikmin
(Composer: Strawberry Flower, Artist: Strawberry Flower)


WarioWare

M01 - WarioWare, Inc. - WarioWare, Inc.: Mega Microgame$
(Artist: Keigo Ozaki)

M02 - WarioWare, Inc. Medley - WarioWare, Inc.: Mega Microgame$
(Artist: Ryoji Yoshitomi)

M03 - Mona Pizza's Song (Japanese Version) - Mawaru Meido in Wario
(Artist: Takahiro Nishi, Gakkie & Kubocci)

M04 - Mona Pizza's Song (English Version) - WarioWare: Twisted!
(Artist: Takahiro Nishi, Christina Peyser, Nate Bihldorff, Andy Hartpence)

M05 - Mike's Song (Japanese Version) - Sawaru Meido in Wario
(Artist: Masafumi Takada)

M06 - Mike's Song (English Version) - WarioWare: Touched!
(Artist: Masafumi Takada, Terry Lauber, James Cowan)

M07 - Ashley's Song (Japanese Version) - Sawaru Meido in Wario
(Composer: Masaru Tajima, Artist: Tomoko Sasaki, TOKIOHEIDI Chorus)

M08 - Ashley's Song (English Version) - WarioWare: Touched!
(Composer: Masaru Tajima, Artist: Tomoko Sasaki, Emily McIntosh, Terry Lauber,
           James Cowan)

M09 - Crazy Cars - WarioWare, Inc.: Mega Microgame$

M10 - Sole Man - WarioWare, Inc.: Mega Microgame$

M11 - Arrow Space - WarioWare, Inc.: Mega Microgame$

M12 - Kitty Cover - WarioWare, Inc.: Mega Microgame$

M13 - Crack Down- WarioWare, Inc.: Mega Microgame$

M15 - Blowin' Up - WarioWare: Touched!

M16 - Lose Your Marble - WarioWare: Touched!

M17 - The Maze That Pays* - WarioWare, Inc.: Mega Microgame$

M18 - Misc. MicroGame$ Song 2 - WarioWare: Twisted!


Animal Crossing

N01 - Title - Animal Crossing
(Artist: Kazumi Totaka)

N02 - Go K.K. Rider! - Animal Crossing
(Composer: Toru Minegishi, Artist: Keigo Ozaki)

N03 - 2:00 AM - Animal Crossing: Wild World
(Artist: Tomoko Sasaki)

N05 - The Roost - Animal Crossing: Wild World 
(Artist: Kazumi Totaka)

N06 - Town Hall and Tom Nook's Store - Animal Crossing: Wild World 
(Artist: Kentaro Ishizaka)

N07 - K.K. Cruisin'* - Animal Crossing

N08 - K.K. Western* - Animal Crossing

N09 - K.K. Gumbo* - Animal Crossing

N10 - Rockin' K.K.* - Animal Crossing

N11 - DJ K.K.* - Animal Crossing

N12 - K.K. Condor* - Animal Crossing


Kid Icarus

P01 - Underworld - Kid Icarus
(Composer: Hirokazu Tanaka, Artist: Shogo Sakai)

P02 - Title - Kid Icarus
(Composer: Hirokazu Tanaka, Artist: Kenji Ito)

P03 - Skyworld - Kid Icarus
(Composer: Hirokazu Tanaka, Artist: Arata Iiyoshi)

P04 - Kid Icarus Original Medley* - Kid Icarus 
(Composer: Hirokazu Tanaka)


NES Classics

Q01 - Famicom Medley* 
(Composer: Koji Kondo, Hirokazu Tanaka, Soyo Oka, Kenji Yamamoto,
           Akito Nakatsuka, Yukio Kaneoka Hideaki Shimizu)

Q02 - Stack-Up & Gyromite
(Composer: Hirokazu Tanaka, Artist: Kenichi Okuma)

Q04 - Chill - Dr. Mario 
(Composer: Hirokazu Tanaka, Artist: Masaaki Iwasaki)

Q05 - Clu Clu Land
(Composer: Akito Nakatsuka, Artist: Keigo Ozaki)

Q06 - Balloon Trip - Balloon Fight
(Composer: Hirokazu Tanaka, Artist: Koji Hayama)

Q07 - Ice Climber 
(Composer: Akito Nakatsuka, Artist: Toshiyuki Sudo)

Q08 - Shin Onigashima
(Composer: Koji Kondo, Artist: Masafumi Takada)

Q09 - Title - Famicom Grand Prix II: 3D Hot Rally
(Composer: Soyo Oka, Hiroaki Suga and Hideki Kanazashi, 
 Artist: Kentaro Ishizaka)

Q10 - Type A - Tetris
(Composer: Nikolai Alekseevich Nekrasov, Artist: Yoko Shimomura)

Q11 - Type B - Tetris
(Artist: Masafumi Takada)

Q12 - Tunnel Scene - X
(Composer: Kazumi Totaka, Artist: Yusuke Takahama)

Q13 - BGM B: Power-Up* - Wrecking Crew
(Composer: Hirokazu Tanaka)

Q14 - Along the Way* - Nazo no Murasamejou
(Composer: Koji Kondo)


Nintendo DS, Wii & Various other Games

R02 - PictoChat
(Composer: Shogo Sakai)

R03 - Electroplankton

R04 - Flat Zone 2 - Game & Watch
(Composer: Kenichi Okuma, Artist: Kenichi Okuma)

R05 - Mario Golf / Mario Tennis 
(Composer: Motoi Sakuraba, Artist: Motoi Sakuraba)

R06 - Lip's Theme - Panel de Pon
(Artist: Masafumi Takada)

R07 - Marionation Gear - Chosoju Mecha MG
(Artist: Masafumi Takada)

R08 - Title - Big Brain Academy
(Composer: Kenta Nagata, Artist: Toru Minegishi)

R09 - Golden Forest* - 1080° Snowboarding
(Composer: Kenta Nagata)

R10 - Mii Channel 
(Composer: Kazumi Totaka, Artist: Shogo Sakai)

R11 - Wii Shop Channel*
(Composer: Kazumi Totaka)

R12 - Battle Scene / Final Boss Battle - Golden Sun: The Lost Age
(Composer: Motoi Sakuraba, Artist: Motoi Sakuraba)

R13 - Shaberu! DS Cooking Navi
(Artist: Tokiyushi Sudo)

R14 - Excite Truck*
(Composer: Kenji Yamamoto, Masaru Tajima)

R15 - Brain Age: Train Your Brain in Minutes a Day* 
(Composer: Minako Hamano, Akito Nakatsuka)

R16 - Opening Theme - Wii Sports*
(Composer: Kazumi Totaka)

R17 - Cow Racing - Wii Play*
(Composer: Ryo Nagamatsu, Shinobu Tanaka)


Metal Gear

S02 - Encounter - Metal Gear Solid
(Composer: KCE Japan Sound Team, Artist: Yasufumi Fukuda)

S03 - Theme of Tara - Metal Gear (MSX2) 
(Artist: Takahiro Nishi)

S04 - Yell "Dead Cell"* - Metal Gear Solid 2: Sons of Liberty 
(Composer: Norihiko Hibino, Artist: Norihiko Hibino)

S05 - Snake Eater (Instrumental)* - Metal Gear Solid 3: Snake Eater 
(Composer: Norihiko Hibino, Artist: Norihiko Hibino)

S06 - MGS4 [Theme of Love] Smash Bros. Brawl Version - 
      Metal Gear Solid 4: Guns of the Patriots
(Composer: Nobuko Toda, Artist: Akihiro Honda)

S07 - Cavern - Metal Gear Solid
(Composer: KCE Japan Sound Team)

S08 - Battle in the Base* - Metal Gear Solid 3: Snake Eater
(Composer: Norihiko Hibino, Artist: Norihiko Hibino)

S10 - Opening Theme* - Metal Gear 2: Solid Snake
(Composer: Masahiro Ikariko)

S11 - Calling to the Night - Metal Gear Solid: Portable Ops
(Composer: Norihiko Hibino and Akihiro Honda, Artist: Natasha Farrow)


Sonic the Hedgehog

U01 - Green Hill Zone* - Sonic the Hedgehog
(Composer: Masato Nakamura)

U02 - Scrap Brain Zone* - Sonic the Hedgehog
(Composer: Masato Nakamura)

U03 - Emerald Hill Zone* - Sonic the Hedgehog 2
(Composer: Masato Nakamura)

U04 - Angel Island Zone - Sonic The Hedgehog 3
(Composer: Jun Senoue (according to Smash Dojo "SEGA"), Artist: Jun Senoue)

U06 - Sonic Boom (Intro Version)* - Sonic CD US Version
(Interpreter: Pastiche, Composers: Spencer Nilsen & David Young)

U07 - Super Sonic Racing* - Sonic R
(Interpreter: TJ Davis, Composer: Richard Jacques)

U08 - Open Your Heart* - Sonic Adventure
(Interpreter: Crush 40, Composer: Jun Senoue, Kenichi Tokoi)

U09 - Live and Learn* - Sonic Adventure 2
(Interpreter: Crush 40, Composer: Jun Senoue)

U10 - Sonic Heroes* - Sonic Heroes
(Interpreter: Crush 40, Composer: Jun Senoue)

U11 - Right There, Ride On* - Sonic Rush
(Composer: Hideki Nagamuna)

U12 - His World (Instrumental)* - Next Gen Sonic the Hedgehog
(Composer: Tomoya Ohtani)

U13 - 7 Rings in Hand* - Sonic and the Secret Rings
(Interpreter: Steve Conte, Composer: Kenichi Tokoi)


Super Smash Bros. and Victory Themes

T01 - Credits - Super Smash Bros. Melee

T02 - Menu - Super Smash Bros. Melee
(Artist: Motoi Sakuraba)

T03 - Opening - Super Smash Bros. Melee

T05 - Vs. Master Hand - Super Smash Bros. Brawl

Super Smash Bros. Melee
W01 - Princess Peach's Castle - Super Smash Bros. Melee
W02 - Rainbow Cruise - Super Smash Bros. Melee
W03 - Jungle Japes - Super Smash Bros. Melee
W04 - Brinstar Depths - Super Smash Bros. Melee
W05 - Yoshi's Island - Super Smash Bros. Melee
W06 - Fountain of Dreams - Super Smash Bros. Melee
W07 - Green Greens - Super Smash Bros. Melee
W08 - Corneria - Super Smash Bros. Melee
W09 - Pokémon Stadium - Super Smash Bros. Melee
W10 - Poké Floats - Super Smash Bros. Melee
W11 - Big Blue - Super Smash Bros. Melee
W12 - Mother - Super Smash Bros. Melee
W13 - Icicle Mountain - Super Smash Bros. Melee
W14 - Flat Zone - Super Smash Bros. Melee
W15 - Super Mario Bros. 3 - Super Smash Bros. Melee
W16 - Battle Theme from Pokémon Gold - Super Smash Bros. Melee
W17 - Fire Emblem - Super Smash Bros. Melee
W18 - Mach Rider - Super Smash Bros. Melee
W19 - Mother 2 - Super Smash Bros. Melee
W20 - Dr. Mario - Super Smash Bros. Melee
W21 - Battlefield - Super Smash Bros. Melee
W23 - Multi-Man Melee - Super Smash Bros. Melee
W24 - Temple - Super Smash Bros. Melee
W25 - Final Destination - Super Smash Bros. Melee
W26 - Kongo Jungle - Super Smash Bros. Melee
W27 - Brinstar - Super Smash Bros. Melee
W28 - Venom - Super Smash Bros. Melee
W29 - Mute City - Super Smash Bros. Melee
W30 - Menu 1 - Super Smash Bros. Melee
W31 - Giga Bowser - Super Smash Bros. Melee

Super Smash Bros. Brawl General Themes
X01 - Super Smash Bros. Brawl Main Theme
(Composer: Nobuo Uematsu, Artist: Shogo Sakai, Taizo Takemoto, Oriko
           Takahashi, Ken Nishikiori)

X02 - Menu 1
X03 - Menu 2 - Super Smash Bros. Melee
X04 - Battlefield
X05 - Final Destination
X06 - Classic: Results Screen for Master Hand
X07 - WiFi Practice Stage
X08 - Brawl: Results Screen
X09 - Tournament Setup
X10 - Tournament Bracket - Super Smash Bros. Melee
X11 - Tournament End
X13 - Classic: Results Screen
X15 - Stage Editor
X16 - Home-Run Contest
X17 - Main Theme Remix
X18 - Melee Theme Remix
X19 - Trophy Collection
X20 - Sticker Collection / Album / Chronicle
X21 - Coin Launcher
X22 - Classic Mode Clear
X23 - Stage Builder
X24 - Long Silence
X25 - Battlefield Ver. 2
X26 - Target Smash!!
X27 - Staff Roll

Subspace Emissary
Y01 - Subspace Emissary ~ Adventure Map
Y02 - Subspace Emissary ~ Step: Plains
Y03 - Subspace Emissary ~ Step: Cave
Y04 - Subspace Emissary ~ Danger Ahead
Y05 - Subspace Emissary ~ Boss Battle Theme 1
Y07 - Subspace Emissary ~ Boss Battle Theme 2 (Final Boss)
Y08 - Subspace Emissary ~ Save Point
Y09 - DK Island Swing (Subspace Emissary Version) - Donkey Kong Country
Y10 - Airship Fortress (Subspace Emissary Version) - Super Mario Bros. 3
Y11 - Data Selection Screen (Subspace Emissary Version) - Metroid Prime
Y13 - Brinstar (Subspace Emissary Version) - Metroid
Y14 - Subspace Emissary ~ Step: Machine
Y15 - Subspace Emissary ~ Subspace Area
Y16 - Subspace Emissary ~ Ambient Sounds
Y17 - Subspace Emissary ~ Results Screen

Victory Themes and Jingles
Z01 - Victory! (Super Mario Bros.)
Z02 - Victory! (Donkey Kong)
Z03 - Victory! (The Legend of Zelda)
Z04 - Victory! (Metroid)
Z05 - Victory! (Yoshi)
Z06 - Victory! (Kirby)
Z07 - Victory! (Star Fox)
Z08 - Victory! (Pokémon)
Z10 - Victory! (F-Zero)
Z11 - Victory! (Mother)
Z16 - Victory! (Ice Climbers)
Z17 - Victory! (Fire Emblem)
Z18 - Victory! (Game & Watch)
Z21 - Victory! (Wario)
Z22 - Victory! (Meta Knight)
Z23 - Victory! (Kid Icarus)
Z25 - Victory! (Pikmin)
Z35 - Victory! (R.O.B. / Robot)
Z46 - Victory! (Metal Gear)
Z47 - Victory! (Sonic the Hedgehog)
Z50 - Continue?
Z51 - Game Over
Z54 - Trophy Obtained!
Z55 - New Playable Character!
Z56 - Coins Obtained
Z57 - Special Message
Z58 - Stage or Game Mode Unlocked!

______________________________________________________________________________
                      |VIII. Quick Guide to Unlockables|
                       --------------------------------
This section shows how the unlockable songs are obtained...along with a basic
explanation on how to achieve some challenges. I'm not going to go in-depth on
the explanations, because there's other guides that will suit your needs. =)

                               =================
                                Game Mode Clear
                               =================
Clear The Subspace Emissary to unlock these tracks:

Boss Battle
Step: Subspace
Step: Subspace Ver.2
Step: Subspace Ver.3
Boss Battle Song 2
Credits

Clear All-Star Mode to unlock this track:
All-Star Rest Area


                                 ============
                                  Challenges
                                 ============
DO NOT WASTE ANY OF YOUR GOLDEN HAMMERS FOR THESE!!! They're all easy enough
to achieve...because I even provide strategies! Yeah!


0˛ Battle - Collect more than 5,000 coins in Coin Matches:
Easiest thing is to create a Coin Harvester custom stage. Don't know what that
is? Here's a quick ASCII diagram:

2                Key:
B CCCCCC         B - Block
BXB              C - Conveyer Belt
B1B              X - Fall-Away Block (under Features)
B#B              1 - Player 1
BBB              2 - Player 2

Now, you must get Player 1 under the block when it regenerates. If done right,
Player 1 should only be trapped in that small space, with the spikes causing
the character to release and gain coins. Consider also setting a ten minute
time limit on the match just to make sure Player 1 gets well over 5000 coins
in one go.


Ai no Uta (French Version) - Hit 37,500 ft. combined with all fighters'
                             Home-Run Contest records:
Bat throwing is your friend. I average at least 1,500 per character doing
this.


Clu Clu Land - Hit 1,200 ft. in Home-Run Contest:
Classic method of doing this is pick Yoshi, do his aerial Down+A on the
Sandbag until it hits near 100% damage, and swing away. You can also do the
bat-throw method, for you advanced HRC users out there.


Credits (Super Smash Bros.) - Clear Classic on Hard difficulty:
Hard difficulty in Brawl translates to Normal difficulty in Melee. Have fun!


Dream Chaser - Brawl on the Port Town Aero Dive stage 10 times.


Ending (Metroid) - Brawl on the Norfair stage 10 times.


Excite Truck - Clear Target Smash level 2 in under 19 seconds:
This one's a bit of a toughie. You're best off seeing a video run of this
level. I cleared this one with Fox.


Fire Field - Clear the "Come On, Blue Falcon" Event:
Make sure that you're right next to a R.O.B. when executing Falcon's FS.
PROTIP: You can hit both of them at the same time!


Frozen Hillside - Brawl on the Halberd stage 10 times.


Great Temple / Temple - Clear "Advent of the Evil King" Event on Hard
                        difficulty:
Yeah, this one's a bit of a toughie as well. Concentrate on one opponent at a
time, and if you have to, stay in the ditch at the middle of the level.
Remember that Ganondorf plays quite differently from how he was in Melee.


Hidden Mountain & Forest - Clear the "Dark Link Duel" Event on Hard
                           difficulty:
Two words: PROJECTILE SPAM!


HIS WORLD (Instrumental) - Brawl on the Green Hill Zone stage 10 times.


Icicle Mountain (Melee) - Clear Classic on Normal difficulty:
Normal difficulty in Brawl translates to Easy difficulty in Melee. Have fun!


Ike's Theme - Have Ike join you in The Subspace Emissary:
Clear The Battlefield Fortress stage in The Subspace Emissary.


King Dedede's Theme - Clear "The Hammer of the King" Event:
Do this on Easy if you have to. Just clear it!


The Legendary Air Ride Machine - Clear the "Dragoon Strike" Event:
Do this on Easy if you have to. Just clear it!
PROTIP: You can hit all enemies at the same time when aimed right!


Mach Rider (Melee) - Defeat 50 enemies in Endless Brawl:
A few moves you might want to try are Link's Up+B and Donkey Kong's Down+B.


Main Theme (Super Mario 64) - Play 50 hours of brawls:
This one seems to confuse a LOT of people because the instructions are so
ambiguous.

You NEED to have AT LEAST 50 HOURS IN EITHER VS. PLAY TIME OR COMBINED VS.
PLAY TIME TO CLEAR THIS CHALLENGE, NOT POWER ON TIME. The easiest way to do
this is to clock 50 hours for Combined Vs. Play Time. How? Remember the CHEAP
way of unlocking Mewtwo in Melee? Yeah, do that.

But for those of you that don't know that trick, Combined Vs. Play Time is
multiplied by how many human-controlled players are in a Brawl.

Let's say that a given Brawl lasts for one minute:

-If there is one human player in the Brawl, then it's only one minute.
-If there are two human players in the Brawl, then that minute is multiplied
 by two, making it two minutes.
-If there are three human players in the Brawl, then that minute is multiplied
 by three, making it three minutes.
-If there are four players in the Brawl, then that minute is multiplied by
 four, making it four minutes.

Here's the method:
1. Set up a 1-stock Brawl, no time limit, with as many controllers present for
   the match as possible.
2. Go to either Final Destination or Battlefield, or any stage that DOES NOT
   HAVE ANY STAGE HAZARDS.
3. Leave it right there, UNPAUSED!
4. Go get a snack, some sleep, leave it on overnight or something...
5. When you think that enough time has accumulated, simply have all the
   characters Self-Destruct, which will leave you with a winner!
6. ?????
7. PROFIT!

My setup? Two Gamecube wired controllers, and two Wiimotes. The Wiimotes will
automatically shut off, but never fear, IT STILL COUNTS TOWARDS THE TIME!

Whew! That was tough!


Menu 2 - Unlock all playable characters:
This will take quite a while, no matter which method you choose to go through
with. I unlocked everyone else other than R.O.B., Jigglypuff, Toon Link, and
Wolf on 3/9/08, playing for 12 hours straight and only using the alternate
methods (i.e. reflect 5 projectiles) only. Talk about hardcore...


Multi-Man Melee 1 (Melee) - Clear 100-Man Brawl in under 4 minutes:
Same tactics as for Mach Rider (Melee). However, I used Marth for this
challenge, and cleared it in 2:59:30 by being aggressively smart.


Multiplayer (Metroid Prime 2) - Brawl on the Frigate Orpheon stage 10 times.


Pokémon Center - Get 200 different stickers:
The CD Factory custom stage is not just for CDs, it's for stickers too! ABUSE
IT!


Power-Hungry Fool - Brawl on the Castle Siege stage 10 times.


Princess Peach's Castle (Melee) - Unlock all Melee stages:
Unlock Jungle Japes, Big Blue, Green Greens, and Pokémon Stadium.


Road to Viridian City (From Pallet Town / Pewter City) - Clear the "Go! Triple
                                                         Finish!" Event:
Do this on Easy if you have to. Just clear it!


Snake Eater (Instrumental) - Brawl on the Shadow Moses Island stage 15 times.


Song of Storms - Clear "The Pirate Airship" Event:
Rack up as much damage as you can on the Yoshis while you're still at sea.
When you are in the tornado, attempt to KO them there, because you'll only
stay in the sky for a few moments before falling back down to the sea. Do this
on Easy if you have to. Just clear it!


Star Wolf (Star Fox: Assault) - Clear "The Wolf Hunts The Fox" Event on Hard
                                difficulty:
You have two lives. Take one out with each, but make sure you don't run out of
lives! Good luck!


Tal Tal Heights - Clear All-Star on Easy difficulty:
Just clear it! You can do it!


Title (3D Hot Rally) - Clear Target Smash level 5:
Take your time in doing this.


Underwater Theme (Super Mario Bros.) - Brawl on the Mushroomy Kingdom stage 10
                                       times.

                               ==============
                                Random Drops
                               ==============
Quite possibly the frustrating part. These are the songs that can be unlocked
by collecting a CD:
__________________
Super Smash Bros.
------------------
Opening (Super Smash Bros. Melee)
Kong Jungle (Melee)
Brinstar Depths (Melee)
Fountain of Dreams (Melee)
Venom (Melee)
Poké Floats (Melee)
Mute City (Melee)
Super Mario Bros. 3 (Melee)
Mother 2 (Melee)
Menu (Melee)
Final Destination (Melee)
Giga Bowser (Melee)
__________________
Super Mario Bros.
------------------
Main Theme (New Super Mario Bros.)
Ricco Harbor
Ground Theme 2 (Super Mario Bros.)
Underground Theme (Super Mario Land)
Castle / Boss Fortress (Super Mario World / SMB 3)
___________
Mario Kart
-----------
Rainbow Road
____________
Donkey Kong
------------
Bramble Blast
____________________
The Legend of Zelda
--------------------
Title (The Legend of Zelda)
The Hidden Village
Midna's Lament
Village of the Blue Maiden
Termina Field
________
Metroid
--------
Norfair
Vs. Parasite Queen
_______________
Yoshi's Island
---------------
Flower Field
______
Kirby
------
Squeek Squad Theme
Vs. Marx
_________
Star Fox
---------
Corneria
Area 6 Ver.2
Break Through The Ice
________
Pokémon
--------
Team Galactic Battle!
Route 209
_______
F-Zero
-------
Car Select
Planet Colors
____________________
EarthBound (Mother)
--------------------
Mother 3 Love Theme
You Call This a Utopia?!
Snowman
____________
Fire Emblem
------------
Winning Road - Roy's Hope
Shadow Dragon Medley
Victory Is Near
___________
Kid Icarus
-----------
Title (Kid Icarus)
________________
WarioWare, Inc.
----------------
Mike's Song
Mike's Song (JP)
_______
Pikmin
-------
Tane no Uta
________________
Animal Crossing
----------------
2:00 a.m.
_________
Nintendo
---------
Gyromite
Douchuumen (Nazo no Murasamejo)
Chill (Dr. Mario)
Mii Channel
Wii Shop Channel
Shaberu! DS Cooking Navi
Charge! (Wii Play)
Lip's Theme (Panel de Pon)
Tetris: Type B
Tunnel Scene (X)
Golden Forest (1080° Snowboarding)
Battle Scene / Final Boss (Golden Sun)
___________
Metal Gear
-----------
Theme of Solid Snake
Calling to the Night
________________
Green Hill Zone
----------------
Super Sonic Racing
Sonic Heroes
Right There, Ride On

...whew!

                                ===============
                                 Stage Unlocks
                                ===============
These songs come with certain unlockable stages.
________________
Luigi's Mansion
----------------
Luigi's Mansion Theme
Airship Theme (Super Mario Bros. 3)
Tetris: Type A
____________
Pirate Ship
------------
Dragon Roost Island
The Great Sea
Gerudo Valley
Molgera Battle
_____________
Spear Pillar
-------------
Victory Road
Dialga / Palkia Battle at Spear Pillar!
Wild Pokémon Battle! (Diamond / Pearl)
____
75m
----
Donkey Kong
Opening (Donkey Kong)
25m BGM
____________
Mario Bros.
------------
Mario Bros.
Famicom Medley
Power-Up Music
____________
Flat Zone 2
------------
Flat Zone 2
Flat Zone (Melee)
________________
Green Hill Zone
----------------
Green Hill Zone
Angel Island Zone
Scrap Brain Zone
Emerald Hill Zone
Sonic Boom
Open Your Heart
Live & Learn
Seven Rings in Hand

...and that's the end of this section!
______________________________________________________________________________
                         |IX. Not In The Sound Test!|
                          --------------------------
First of all, I'd like to thank Brian Kent for bringing to my attention the
fact that there are several tracks that I would've completely missed out on
covering were it not for him. Thanks!

Now, THERE ARE SOME SONGS THAT WILL NOT SHOW UP IN THE SOUND TEST! Why? I
don't even know the answer to that, but it's just not there. This section
covers the tracks that even though you will have most likely heard through
gameplay, THERE IS NO WAY THAT YOU CAN ACQUIRE THEM AS CDs...well, other than
sailing the seven seas of data, but let's not get into that, shall we?

And no, I'm not talking about the so-called "cut" tracks, either. See the next
section for that.

                        =================================
                         Totakeke/K.K. Slider's Concert!
                        =================================
Yep, the man (or should I say, dog) himself shows up in Smashville just as how
you would find him in the Animal Crossing games, usually starting at 8PM on
Saturdays. You'll notice that he's playing at a concert in the stage's
background, playing several songs from the Animal Crossing on the Gamecube
(or probably the original on the N64). These are the following songs that he
can play at random:

-K.K. Condor
-K.K. Cruisin'
-K.K. Gumbo
-K.K. Western
-DJ K.K.
-Rockin' K.K. (also plays in Event #26)

These songs are taken directly from the original game, including his vocals
and all! If you're a big fan of Animal Crossing, I definitely recommend paying
Smashville a visit when your Wii's clock is between 8PM-12AM. If you happen to
live in an area that has Daylight Savings Time, remember to adjust the clock
on your Wii. I learned that the hard way, trust me.

                         ============================
                          WarioWare, Inc. Minigames!
                         ============================
Below are each of the minigames where you can find the source of the few
minigames that you can play on the WarioWare, Inc. stage.

These minigame tracks will only and ONLY play when the current stage music is
WarioWare, Inc. also.

(thanks to Brian Kent for compiling this list!)

Crazy Cars - WarioWare, Inc.: Mega Microgame$
Sole Man - WarioWare, Inc.: Mega Microgame$
Arrow Space - WarioWare, Inc.: Mega Microgame$
Kitty Cover - WarioWare, Inc.: Mega Microgame$
Crack Down - WarioWare, Inc.: Mega Microgame$
Blowin' Up - WarioWare: Touched!
Lose Your Marble - WarioWare: Touched!
The Maze That Pays - WarioWare, Inc.: Mega Microgame$

As for the Taunt! minigame, while that isn't found in any WarioWare game to
date, the music is taken from several minigames in WarioWare, Inc.: Mega
Microgame$ such as the Butterfly Stroke minigame.

therewster1996 also writes that the track is also called Jimmy T. Thanks!


                                ===============
                                 Classic Mode!
                                ===============
These ones...I'm not quite sure why they were omitted...

Vs. Master Hand - This is an arrangement of Brawl's Final Destination, but
                  instead of the crescendo fanfare, the introduction which has
                  Master Hand (and maybe along with Crazy Hand) laughing is
                  set against an eerie opening. The piece then starts to where
                  the vocals begin, and loops to the opening of the original
                  composition for Brawl.
Game Clear! - Same fanfare as the Classic: Results Screen, but mellow piano
              is only heard for the main part of the piece. Great exit after
              defeating Master Hand...or even along with Crazy Hand.
Trophification - This is a little music box arrangement of a portion of the
                 main theme that plays during the sequence where the trophy of
                 your character is added to the collection of other character
                 trophies.
Ending - This is a new arrangement of the theme in Melee for the small
         cinematic that plays after the credits roll.

                           ========================
                            The Subspace Emissary!
                           ========================
Believe it or not, certain tracks heard in The Subspace Emissary are edits of
several tracks that you can hear in the Sound Test. Below are those tracks and
origins:

Jungle Level - Found at the start of The Jungle stage.
Airship Theme (Super Mario Bros. 3) - Found during fights against characters
                                      with the Shadow Bugs (violet characters)
Underworld - This is a slower, more maestoso arrangement of the Underworld
             track found during the scene where Pit receieves Palutena's Bow.
Fire Emblem Theme - This is a different arrangement of the Fire Emblem theme
                    itself, found during the cutscene when you first see
                    Marth.
Luigi's Mansion Theme - A western-style arrangement of this track appears in
                        the cutscene where you first see Luigi and King
                        Dedede.
Opening / Menu (Metroid Prime) - Found in certain areas of The Research
                                 Facility stage. This version DOES NOT contain
                                 the narration/vocals, but starts at the Menu
                                 portion of the track.
Main Theme (Metroid) - Found in certain areas of The Research Facility stage.
                       This version DOES NOT contain the narration/vocals.
Game Clear! - Has a slightly longer fanfare than Game Clear! for Classic, but
              instead of a piano portion for the main part of the piece, an
              eerie ambience occupies the space. Quite fitting after defeating
              the final boss, if you ask me.
Ambience - Well, not quite exactly what I'd call ambience, but this is just
           the wind that can be heard in the beginning of the Sea of Clouds
           stage, when you're still on the Halberd.
Credits - Pretty much the same as the one heard in the Sound Test, but there's
          a little violin solo at the end. (thanks to NES Boy for the info!)
Sorrow - I don't really have a name for this, but this is a sorrowful
         arrangement of the Super Smash Bros. Brawl main theme. This plays in
         "The Sorrow of the Ancient Minister", "The R.O.B. Army Rallies", and
         "Ganondorf Takes Command" cutscenes. (thanks to NES Boy for the
         info!)

                               ===============
                                Miscellaneous
                               ===============
Cruel, Cruel Brawl:

Who would've thought that Cruel Brawl itself would have its own music? The
fact that this track isn't included in the Sound Test boggles my mind.

Anyway, "Cruel Brawl" is an arrangement of the main theme for Brawl, played
with trilling strings and accenting brass and percussion. This is most likely
composed in this style to keep the player on the edge of their seat as they
attempt to defeat as many "super" Alloys as they can.


How To Play!:

In Movies, under Data in the Main Menu, you'll find that there is indeed a How
To Play! video. Music was given a little more instrumentation this time, but
it still remains as intense as ever.


Starman and Hammer (thanks to threwster1996):

These two tunes are still available in their 8-bit glory whenever someone
picks up either a Starman or the regular Hammer.


And that's it!
______________________________________________________________________________
                             |X. The Cut Tracks|
                              -----------------

My apologies, this section is still under construction. Expect to see coverage
of the tracks that were cut, but found deep in the game's data. I'm sure some
of you already know what's coming here, so stay tuned!
______________________________________________________________________________
                         |XI. Credits and Disclaimer|
                          --------------------------

Many, many, many, thanks to these folks for helping me in so many different
ways! I would've sounded quite monotonous if I kept writing "Thank you!" after
each and every one of these people, but I am truly sincere about the
appreciation I have for these people who have helped me out over the course of
the writing of this guide. Thanks again!

Nintendo, HAL Laboratory, et al.: For producing, polishing, publishing,
                                  delaying, and releasing this great game!

GameFAQs: For hosting the guide itself. Thanks goes to CJayC, SBAllen and the
          rest of the moderation staff!

enigmapoeia from GameFAQs: For allowing me permission to link to his guide
                           with the lyrics to the WarioWare songs.

CiprianoMcDohl, KitaKitKeru, extremejon, DarkDraconis, Syykawtik, and toma13
from the SSBB General Board at GameFAQs:
For helping me figure out what was included in the Famicom Medley.

TX 55 from GameFAQs: For the info on the Snake Eater (Instrumental) track.

Black_Knight, Skunk, DarkShadowRage, Plankton614, Chernabogue54 and the many
other members of ffshrine.org who helped to compile and tag the release of the
game's audio rip.

Black_Knight and redshift71388: For the info on Electroplankton. I even got
                                myself a copy of the game. =)

TheFinalBoss and malfoy30 from GameFAQs: For correcting me and confirming the
                                         error for the source of Battle in the
                                         Base.

NES Boy: For pointing out that I switched the titles for "Jungle Level" and
         "Jungle Level Ver. 2" and additions in IX. Not In The Sound Test.

Jake X and Adrian Hirst: For correcting me in that "Opening / Menu (Metroid
                         Prime)" is more adapted from the slight
                         re-arrangement found in the game's credits sequence.

JefJacques7: For e-mailing me a pretty sweet-looking edit of the Super Smash
             Bros. logo! Thanks!

therewster1996: For pointing out the Starman and Hammer themes which weren't
                in the Sound Test.

Brian Kent: The reason why I created section IX. Not In The Sound Test! =)

Hsieh Willis: For his corrections on the Boss Theme Medley from Kirby and the
              Skyworld naming error.

Mars Jenkar: For his contributions including the correction on the info for
             Theme of Samus Aran, Space Warrior, and the additional info on
             the origins of Tetris: Type A. Hope you like the Unlockables
             guide. ;)

Kaz Flores Ríos: For incorporating my guide into the Music (SSBB) article at
                 Super Smash Bros. Wiki.

Grace Cichy: For providing her own translation to the Super Smash Bros. Brawl
             Main Theme.

Etienne D.: For sending me the info on Gyromite as well as the Skyworld naming
            error.

Taervis: For providing even more info on the origin behind Tetris: Type A.

Breen: For pointing out the inclusion of Bolero of Fire in the Ocarina of Time
       Medley.

Tom Malina: For providing the lyrics to several Sonic vocal tracks, as well as
            corrections on my descriptions on several tracks.

Mike Biggie: For providing the info that CDs can be acquired through Spectator
             Mode.

Chudah from Chudah's Corner (http://www.chudahscorner.com/) and James
McCawley:
For granting me permission to link to her site and for romanizing the lyrics
to Ai no Uta, respectively.

The SSBB Brawl Message Boards at GameFAQs: How are you all? MIDOINITRITE?

You, the reader: Thank you for reading this guide! Enjoy the music!

Disclaimer:

©2008 Nintendo / HAL Laboratory, Inc.
Characters:
©Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. / GAME FREAK inc.
SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / Konami Digital
Entertainment Co., Ltd. / SEGA
______________________________________________________________________________
                      |XII. Contact and Copyright Info|
                       -------------------------------

This FAQ/Walkthrough is © Copyright 2008 by Luigi Ng (BlackIce27). No part of
this document can be changed or altered without the author's permission. Feel
free to use this guide for personal reasons ONLY. Any individual who violates
this is subject to punishment to the fullest extent through copyright
violations.

This FAQ can be seen on ONLY, and ONLY the following sites:

www.gamefaqs.com
www.gamespot.com (links to gamefaqs.com FAQs)
www.neoseeker.com

!!Contact me at ragingaznfighter@aim.com for corrections and tips to submit.!!

...or you could catch me around the SSBB General Board at GameFAQs.
______________________________________________________________________________

END OF DOCUMENT